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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 83255 times)

darklord92

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Re: The Vilous Mod V2.9F - The colors duke, the colors!
« Reply #360 on: October 03, 2012, 02:40:32 pm »

Aye however my current focus seems to be falling on how the heck to give them unique face plates. I've managed to put teeth descriptions in for all the main races now ( his teeth are gapped, his teeth are a mess etc. Vampires have long teeth.)

this is the change log so far for the last release i want to do before 3.0

-added proper gem cuts and basic stone cuts to all entities
-removed bugged tags from talyxias
-corrected gasoline solid and liquid density to 713 and 700 respectivley
-added some dentistry decription to most races in the mod. (vampire teeth as well as I copied the dwarf entry )
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.9F - The colors duke, the colors!
« Reply #361 on: October 05, 2012, 02:31:53 pm »

What's that? More flavor clothing? Yep!
Dust Shrouds - Every Race except the quadruped Talyxia, and probably northern sergals?
Spoiler (click to show/hide)
Also, cloth wraps for all your cloth wrapping needs, should work for any race really.
=Footwraps=
Spoiler (click to show/hide)
=Legwraps=
Spoiler (click to show/hide)
=Hand/Clawraps=
Spoiler (click to show/hide)
=Body Wraps=
Spoiler (click to show/hide)
=LOWER Body wraps=
Spoiler (click to show/hide)
I have no idea how to make tail armor, cloth or otherwise. :V
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darklord92

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Re: The Vilous Mod V2.9F - The colors duke, the colors!
« Reply #362 on: October 05, 2012, 06:37:49 pm »

I'm not really certain on just wraps... it seems very well bare minimum, i do like the dust shroud that does seem a bit unique and i believe you cna already make dwarfs and sergals wrap cloth on themselves
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DarthBoogalo

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Re: The Vilous Mod V2.9F - The colors duke, the colors!
« Reply #363 on: October 07, 2012, 11:06:38 pm »

I made all the wraps except for the foot coverings UNDER, I'm not really sure if it makes them go under other clothing or replace them. I would guess so! /never tests own code for some reason??
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darklord92

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Re: The Vilous Mod V2.9F - The colors duke, the colors!
« Reply #364 on: October 10, 2012, 02:42:43 am »

well it seems I've mostly been testing things recently with the mod. Any bugs found I'd really like to get ironed out now get this last stable release 100% ready for the long wait till 3.0 .
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The Vilous Mod - Jingle berries!

darklord92

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Re: The Vilous Mod V2.9F - The colors duke, the colors!
« Reply #365 on: October 16, 2012, 09:20:33 pm »

here is the current wip change log for the last version i wish to do before 3.0 i'm calling it 2.9 final

-added proper gem cuts and basic stone cuts to all entities
-removed bugged tags from talyxias
-corrected gasoline solid and liquid density to 713 and 700 respectivley
-added some dentistry decription to most races in the mod. (vampire teeth as well as I copied the dwarf entry )
-northern sergals and talyxians were missing [WEAPON:ITEM_WEAPON_SWORD_SHORT]
-changed creature raws to have proper adjective names so "Northern sergalic" will appear properly
-added dust shrouds, most races have it as uncommon, southerns and nevreans have it common, notherns and enocha have it rare
-removed forced clothing from northern sergals and changed to common
-split item_pack into three, item_armor_pack, item_tool_pack and item_weapon_pack
    armor pack contains clothing and armor
   tools pack contains toys, tools, and ammo
   weapons pack contains weapons
-nevrean creature definition color fix, males have proper eye color now
-agunder item permissions rewriten, probably the closest to vanilla dwarfs
-nevrean item perms rewriten, race dislikes heavy weapons and armor
-northern sergal item perms rewriten, race focuses heavily on polearms and heavy armor
-southern sergal item perms rewritten, race focuses on ranged weapons and lighter armor
-talyxians are already properly set with perms and such, darthboogaloo is awesome
-sergals are less likely to be fattys, they have little body fat in cannon
-northern sergals can create tower shields as well as the normal shields


More to come and looking for ideas!
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darklord92

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Re: The Vilous Mod V2.9final - so sergally!
« Reply #366 on: October 17, 2012, 10:30:00 am »

Alright, I've just released the last 2.9 update and put together a complete change list from 2.8 to 2.9 and it is massive to any other update thus far.

complete change list:

2.9 (complete change list)
-created nevrean flier caste, apparently a few male nevreans are capable of flight
-added proper gem cuts and basic stone cuts to all entities
-removed bugged tags from talyxias
-corrected gasoline solid and liquid density to 713 and 700 respectivley
-added some dentistry decription to most races in the mod. (vampire teeth as well as I copied the dwarf entry )
-northern sergals and talyxians were missing [WEAPON:ITEM_WEAPON_SWORD_SHORT]
-changed creature raws to have proper adjective names so "Northern sergalic" will appear properly
-added dust shrouds, most races have it as uncommon, southerns and nevreans have it common, notherns and enocha have it rare
-removed forced clothing from northern sergals and changed to common
-split item_pack into three, item_armor_pack, item_tool_pack and item_weapon_pack
    armor pack contains clothing and armor
   tools pack contains toys, tools, and ammo
   weapons pack contains weapons
-nevrean creature definition color fix, males have proper eye color now
-agunder item permissions rewriten, probably the closest to vanilla dwarfs
-nevrean item perms rewriten, race dislikes heavy weapons and armor
-northern sergal item perms rewriten, race focuses heavily on polearms and heavy armor
-southern sergal item perms rewritten, race focuses on ranged weapons and lighter armor
-talyxians are already properly set with perms and such, darthboogaloo is awesome
-sergals are less likely to be fattys, they have little body fat in cannon
-northern sergals can create tower shields as well as the normal shields
-added wagon puller and maximum pull capacity to feral talyxia and feral sergals, both can now pull trade wagons.
-removed mention of iron bones from talyxias( removed while making them, they are to strong with iron bones)
-made things a little more colorful
 -feral,northern and southern sergals have gray to blue eye color as well as incredibly rare yellow eyes
 -talyxia have more fur colors and several different eye colors too
 -nevreans now have proper colors for male and female, MUCH more colors for males, added some dull colors for female eyes
-corrected talyxia creature tags, no longer marked as feral sergals when young
-created feral talyxia one of the new races mick made http://www.furaffinity.net/view/7095978/
 -clay flesh
-made the ice dagger use another material that melts in warmer biomes and summer
-northern sergals share there biomes with feral sergals
-talyxians now spawn in both kinds of forests just like feral talyxia
-talyxia feral graphics included
- fixed fuel conversion ratios
 - reduced plastic to 2 bars per oil
 - reduced coke to 3 bars per gasoline
-added motor carts ( carry four times as much as normal minecarts, but are more expensive to make )
 -made at crafters workshop with a mechanism, pipe section, barrel of gas, a bar of metal, and a existing minecart.
-added new materials
 - gasoline
 - plastic < treated as a metal,stored as wafers instead of bars >
 - oil soaked sediment < appears in the environment in sediment and beaches! >
-agunder gets new building refinery tower
 - turn oil sediment into gasoline
 - turn oil sediment into plastic
 - turn gasoline into fuel < sort of a work around as df uses a set fuel material of coke or charcoal >
 -removed "domestic" from tamed ferals, seems redundant to have tame feral sergal domestics
-testing ice dagger for northern sergals in tundra biomes/winter < adventure too >
 -daggers melt when weilded or brought inside, can be used in outside weapon traps however!<pending workaround or removal>
- MAJOR: fixed southern sergals not having an [intelligent] tag causing them to be wiped out in wars unable to talk out of them
- (tension rises) added some banditry to the mix, northern sergals are a bit more hostile with a higher bandit rate( 20% ) , talyxians also have so rouge bandits ( 5% )
- nevreans mint the date on coins
- did some tweaking to the southern sergals ethics, namely animal torture( serious punishment) and making trophies of there own races(acceptable).
- more southern sergal nobles are allowed to make topic and peace agreements, they are the more docile breed after all.
-tweeked the starting adn acceptable biomes for north and south sergals, southerns are more willing to grow in deserts now. northerns prefer tundras and mountains, your dwarfs may have some new fluffy neighbors
-speaking of neighbors, northern sergals now have the skulking tag and will sometimes send thieves to your fort, continued theft may eventually lead to them deciding to claim your fort entirely and assault( like kobolds but bigger and scarier)
 -fixed nevreans not being able to make captains
 -fixed managers somehow having a military squad
 -rewrite of Nevrean entity files
 -Nevreans now allow slavery( entity and civ stuff )
  -entity positions have been rewriten
    -positions are now more "bureaucratic", prefering to work with a management hierarchy as if each fort is only a division of a much larger company, each fort merely a subsidy of "your civ" incorporated! have fun skittering your way up the management food chain!
    -military positions may still be a bit buggy, but i believe it's ironed out.
 -fixed beekeeping not being possible with the modded races. i forgot to include the screw press workshop!
 -Removed potty words, some names should never be created in a randomly generated squad name....
-the great raw nuke of 2012
 -complete reorganization of races entities, plants and items.
 -removed copies of tags as well as added missing tags.
 -removed "copies" of items already in game, such as the sergal halberd and the vanilla halberd.
  -halberd
  -shawl
  -maul
  -the crossbow copies and there ammo( replaced by standard crossbow and ammunition )
 -race raws follow a set format
 -sergals are divided into there own raws, northern, southern, feral, and rainsilves
 -sergal entities split up as well
 -lore races are in there own file now, include if you wish to
 -moon berry plant color fixed to dark blue.
 -northern sergal base color set to dark blue (not sure how much impact it will have, mostly for text users to tell if a "S" is a northern or southern.)
« Last Edit: October 17, 2012, 03:14:12 pm by darklord92 »
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mangulwort

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Re: The Vilous Mod V2.9final - so sergally!
« Reply #367 on: October 28, 2012, 08:27:38 pm »

Is there going to be any more update or are you finished?
« Last Edit: October 28, 2012, 08:29:57 pm by mangulwort »
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Eric Blank

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Re: The Vilous Mod V2.9final - so sergally!
« Reply #368 on: October 28, 2012, 09:21:30 pm »

I thought he meant he was finished for the moment. At least until the next version of DF is released.
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darklord92

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Re: The Vilous Mod V2.9final - so sergally!
« Reply #369 on: October 29, 2012, 03:50:52 am »

till the next df, i want that to be 3.0 as it will be a massive shift with several new systems such as sounds footprints and jumping to list a few.
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darklord92

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Re: The Vilous Mod V3.0 - we're winging it *flap flap*
« Reply #370 on: December 13, 2012, 01:02:02 pm »

3.0 is up because apparently the new version of df is going to take months, possibly even next year. so heres a long needed update to show we're in fact not dead.

3.0
-nevrean bullets now need gun powder to be crafted (made at a millstone)
-Increased bullet velocity( also there seems to be an issue with hard materials and ammo, bullets can be made without gun powder at the crafters workshop)
-refining gas into coke now produces 9 bars instead of 3
-refining oil into plastic produces 4 wafers instead of 2
-configured races to like diffrent citys such as forest retriets and dark fortresses
-guns are much more rare and i believe not possible to start with in adventure, leave some at your forts
-removed mudshop from southern sergals, water is now drawn through a mechanical well under millstones. mud making is moved there as well
-water from millstone wells is nw 10 instead of 5
-oil soaked sediment is now bitumen like real life oilsand deposits
-paraffin wax has been added as a product from refinarys.
-tweaked petrol coke to 3 bars per, tweaked gas to refine to 10 per barrel
-can refine plastic into threads like"candy"
-fixed unplayable bug with agunders having no shoes easily obtainable
-restored yellow eye terrors interaction and curses.
-gave bitumen proper a proper sediment tile '#'
-added asphalt as a byproduct of certain refining processes, have fun with the waste stone! 5 boulders for gas, 1 for plastic and wax
-bitumen stones are now called bitumen crude
-gasoline is classified as a misc liquid in the food menu now. enjoy your as specific stockpiles.
-new material values, gasoline = 50, gunpowder = 60, bitumen crude = 1, asphalt = 0 , plastic = 0, paraffin wax = 1
-changed plastic to white, yellow turned brown and items looked like wood stuff :(
-added water melons
-fixed southern sergals being unable to build with stone
-fixed talyxians being as useless as southern sergals were( seems to be a size issue)
-talyxia blood is silver colored as it should be



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Zavvnao

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Re: The Vilous Mod V3.0 - we're winging it *flap flap*
« Reply #371 on: January 15, 2013, 12:03:58 pm »

yay! thank you for update :3 and it seems closer to new release time :3
« Last Edit: January 16, 2013, 10:52:38 am by Zavvnao »
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darklord92

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Re: The Vilous Mod V3.0 - we're winging it *flap flap*
« Reply #372 on: January 15, 2013, 02:15:34 pm »

aye, I may bump us up right to 4.0 upon releasing after the update due ot how much changes i'll need to do anyway.
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Zavvnao

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Re: The Vilous Mod V3.0 - we're winging it *flap flap*
« Reply #373 on: January 16, 2013, 11:20:05 am »

that is cool :3 it will will be fun to see.


this is al lform before 3.0:
and when I was genning a world for fun, I found people who where cursed into Zess usually where ardent worshipers of their god. does that mean its a gift?
And it seems they fit in normally, which I consider cool and unique. like they still have kids with their normal spouse, but the kids after tat point are zess, then hey never marry again as their mortal spouse and kids die. also, I tried it in a world with only one dwarf civ, and it seems that two cursed zess can have 50 or so kids by the time its done genning.
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darklord92

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Re: The Vilous Mod V3.0 - we're winging it *flap flap*
« Reply #374 on: January 16, 2013, 01:33:15 pm »

aye zess are meant as a form of willful immortality but can also be spread unwillingly. so it fits they should continue to live with the families. though i think asking about them results in the line " i don't want to talk about it" when the father or such is of another race.
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