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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 83253 times)

DarthBoogalo

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Re: The Vilous Mod V1.5.2 - PEW PEW PEW goes the bronze revolver! <fixes2>
« Reply #120 on: February 29, 2012, 09:49:38 pm »

Not terribly, no, I think?
I know little beyond the Sergal lore, I wish the wiki had more info on the other races.
Also, Agunders are not herbivores in this mod, unless this would screw up their survival in world gen, that should probably be added, along with some quick skill progression in farming? Greater then southern sergals, imo.  :)
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darklord92

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Re: The Vilous Mod V1.5.2 - PEW PEW PEW goes the bronze revolver! <fixes2>
« Reply #121 on: February 29, 2012, 10:09:26 pm »

Unfortunately the works mick did for his stories were never 100% translated. The third book is translated but that's mostly fan service ( or so as i see it ). What is known of the storys, and was damn well blown out of proportion was Rain Silves ( a northern Sergal general ) and she only became popular due to the "rain likes to rape" meme on 4chan. It's unfortunate because everyone refers to Sergals as if there all her, which has made there old lore fade away into obscurity.


I was looking for a herbivore tag, I know there is a carnivore one. and adding grazer means the race needs to be outside on grass to survive >.<
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V1.5.2 - PEW PEW PEW goes the bronze revolver! <fixes2>
« Reply #122 on: February 29, 2012, 10:44:09 pm »

Huh, doesn't seem to be a [HERBIVORE] tag, probably not a good idea to make them grazers, either. >_>
It'll just be up to the player to forbid/trade all of their meat I suppose. :3
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Eric Blank

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Re: The Vilous Mod V1.5.2 - PEW PEW PEW goes the bronze revolver! <fixes2>
« Reply #123 on: February 29, 2012, 11:12:54 pm »

Yeah, there's no easy way to guarantee a race will be strictly herbivorous. Players will always want to butcher those damn cats and forcing the civ itself to disdain killing animals or using animal products won't prevent them from using meat from butchery as food in fortress mode.

The grazer tag definitely wouldn't be appropriate for a sentient race because of the gameplay implications, let alone that sentient beings are smart enough to pack their lunch in the morning instead of running outside to chew on the lawn.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V1.5.2 - PEW PEW PEW goes the bronze revolver! <fixes2>
« Reply #124 on: March 01, 2012, 12:39:28 am »



finished the nevrean tiles, and yes, Nobels have top hats.
« Last Edit: March 01, 2012, 12:41:44 am by darklord92 »
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darklord92

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #125 on: March 01, 2012, 01:01:53 am »

bumpity for 1.6.1
D'ohed at 1.6 and forgot about the new kill text for sergals.
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DarthBoogalo

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #126 on: March 01, 2012, 07:02:32 pm »

Tophats! Tophats galore!
So, what's next to work on? Unless you'd rather take a break from this, I can't think of much else to add off the top of my head besides Agunder and Talyxian sprites.
Your Nevrean baby is adorable. ;_;
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darklord92

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #127 on: March 01, 2012, 08:02:10 pm »

well we can still add to nevreans and such, but my next guess would be sprites and the potions for agunders, talyxians we haven't really come up with any ideas.
« Last Edit: March 01, 2012, 08:04:26 pm by darklord92 »
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DarthBoogalo

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #128 on: March 01, 2012, 11:08:59 pm »


Hm, well they could.. be sneaky widdle thieves? Seeing as they hid from the Sergals, they'd learn how to sneak pretty quickly.
Um, they could generate their own light like obsidian dwarves do in Deon's Genesis mod? as if they could see in the dark, being catfolk, dungeons, caverns, lairs, etc.
A bit hacky, but serviceable, just like renaming their skin to fur.  :P

!!+BUGFIXES+!!
Removed PREPLURAL from Agunder hardhats, since it gave an error for some reason, it's spelled correctly..
Spoiler (click to show/hide)

Replaced Nevrean height/broadness modifiers with elf modifiers, and removed their stat modifiers, for now at least, the way it was set made all nevreans gigantic steroid abusers, also added PREFSTRING:coloration. o_o
Spoiler (click to show/hide)
No errorlog besides the Vilous language file, whoo,
Spoiler (click to show/hide)
« Last Edit: March 02, 2012, 12:54:17 am by DarthBoogalo »
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Eric Blank

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #129 on: March 02, 2012, 01:13:22 am »

Here's part of the missing words. Just put them in another language file:

Spoiler (click to show/hide)
« Last Edit: March 02, 2012, 01:32:48 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #130 on: March 02, 2012, 01:54:31 am »

Thanks Eric. so anyone got ideas for potions?
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Eric Blank

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #131 on: March 02, 2012, 11:15:49 am »

What exactly do you mean by potions? Like, materials used to produce edible items that have an effect? Anything beneficial is certainly a must.

Also, I suddenly realized the body definitions got messed up by the forum; it was interpreting the LEFT and RIGHT tags as instructions modify the text.

I'd suggest using code tags when posting raws from now on. Cursed forums...

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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #132 on: March 02, 2012, 12:45:26 pm »

The unfortunate side of potions is we may only be able to use them in adventure mode. unless we can create some kind of potion launcher for Agunder and use the potions as ammo.

as for potions, I can see:

necrosis - similar to kitten rot from forgotten beasts
paralysis - temporary paralysis
potion of water breathing - ads [amphibious] tag to creatures.
potion of wisdom - sets [natural_skill:reading:6]
potion of flames - ignites enemy
suffocating gas - ads [AQUATIC] so they suffocate on land
burning gas - same as potion just wide spread
potion/gas of sickness - makes them vomit and retch
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DarthBoogalo

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Re: The Vilous Mod V1.6.1 - Oh god my fingers, spriteing hurts D:
« Reply #133 on: March 02, 2012, 04:26:10 pm »

Weeeell, you could have power-giving things like water breathing to adventure-mode users, and immune-system boosting stuff to fortress users? As in, potions that boost disease resistance for a while, probably charisma raising potions too, things that might be sold in a marketplace by an Agunder, with the more 'powerful' brews needing more exotic ingredients.. human hearts? teeth?
If possible, a potion-brewer with very low skill should end up with a liver-rotting poison.  :P
E: The damaging potion ideas you posted, when drunk, they could give the drinker an interaction similar to firebreath? Spewing out burning gas on command until the effect wears off, probably allowing 1-2 uses if used in succession, probably making them immune to the effect as well. > >
They'd be very dangerous to use in fortress mode, I imagine, which would be hilarious.
Nevreans have firearms, Agunder will have potions, Sergals.. well, they're sergals, we just need to think of something for Talyxians now. ^^;
« Last Edit: March 02, 2012, 04:39:57 pm by DarthBoogalo »
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darklord92

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Re: The Vilous Mod V1.6.2 - mini updates
« Reply #134 on: March 02, 2012, 05:00:44 pm »

the main problem behind potions in fortress mode is dispensing those potions, dwarfs will drink booze and water at random (implying potions would be the same.The only way to "dump" fluids out of barrels is through the complicated d-b-d, undump the container method.
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