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Messages - Grizzlyadamz

#91
Alright, so, here's the setup.
Trying to come up with another melee weapon for medieval combatants, CB elite hatched the following:

QuoteBattle axes, daggers (although uncommon/unpopular), and I actually had an idea for a flail:

The game would recognize it as a gun, but as far as we're concerned it would act like a melee weapon
Low range (to simulate melee, but you can still hit people like a square in front of you or something)
Slow projectile speed (to simulate swing)
Projectile graphic is the spike ball thing
Damage could be blunt?
Oh, and making the "shot" sound effect into something melee-ish wouldn't hurt

Two problems:
QuoteI wonder if pawns would try to take cover before 'firing' it?
QuoteThe main problem that I see with the idea is engagement... It wouldn't be a melee option, it would be a "fire at" option or something like that, and you wouldn't be allowed to if out of range...


I was thinking the 'hunting' behavior might be the key to making this work, but I've no idea how to 1: get it applied to humanoids & 2:get a draftee to do it.
Anything come to mind for you guys?
#92
Unfinished / Re: [WIP] Medieval faction
January 15, 2015, 12:51:22 PM
That's a pretty sweet melee idea! I feel obligated to try & implement it now.
I wonder if pawns would try to take cover before 'firing' it?


Knights were all about the halberds, but I feel like it wouldn't be distinctive enough from the other pawns.
Hehe, thinking Axes should be the Norbals' distinctive weapon.

Gotta go run some errands, so here's what I've got so far.
#93
Unfinished / Re: [WIP] Medieval faction
January 15, 2015, 11:51:59 AM
Hey, trying to decide on a second melee weapon for knights/lords.

Was thinking a two-handed maul would be the most distinct, but it looks like historical records for the kinda thing I want to make are sketchy to non-existant.

I could make a war-hammer(/pick) or a polearm equivalent, but I dunno, that seems like it'd be lame.
Especially when the lowly footmen are going to have winged spears & bardiches.

And then morning stars seem rather vulgar, barbaric. Not the kinda thing a respectable knight would use.
#94
Unfinished / Re: [WIP] Medieval faction
January 15, 2015, 07:36:02 AM
I wonder what their flesh tastes like...vanilla?

Think I'll try to cobble together some weaponry today.
#95
Unfinished / Re: [WIP] Medieval faction
January 14, 2015, 08:31:42 PM
Heh, someone'd need to make elveses too.

Oh, no work on it today btw, orientations. Woo pre-semester homework!
#96
Unfinished / Re: [WIP] Medieval faction
January 13, 2015, 11:08:30 AM
Here's a friendly siege group that just showed up.



Jesters are equipped with their new weapons: blastpots & pitchpots.
Peasants are still wielding neolithic tools.
Mercenaries don't have weapons yet. Might have to name them 'Mercenarios' or something
Plus 1 lord & two knight bodyguards.

Name generator's working ok, (though I'm getting pawns with custom names & backstories mixed in...)
I'm tweaking the spawn rates to set up mercenaries as the brunt of the fighting force, but when peasants show up they show up in large numbers.
Also slowly introducing new weapons & equipment.
Remind me to switch off other mods for future screenshots.


Big shoutout to Shinzy for letting me use his basic shirt textures!
#97
Unfinished / Re: [WIP] Medieval faction
January 13, 2015, 06:45:58 AM
Ha, was wanting to pare down the colors to ensure they get matching sets. To accomplish that & also keep the extra colors, I'd have to duplicate both the knight pawn & the armor set a couple times, then give the duplicates different tags.
However, I am looking to add a fancier fluted version to help diversity a bit, (and let you bling up your knights), & the variable color was just an experimental hold-over from the power armor base I started with.
Power armor's some fancy matte composite & as such could easily hold a color. Steel on the other hand...you could paint it like in the screenies, but it's rather impractical- battle would see it flaking off with each hit.
I could probably throw out a secondary file with the painted armors if ya want- changing it would take all of 2 minutes.


As for weapons, yah, don't want to clutter people's weapon racks & such, & it seems wasteful to bypass the vanilla weaponry that was made for this kinda faction.
Argh, perhaps an 'authentic' version..or crummy arming swords.. Blah I just want to use the default longsword...


But you bring up another question:
FACTION NAME!
So far I've just been calling them medievals or medievalings. Have any more creative names?
#98
Help / Re: New Backstory Category?
January 12, 2015, 07:37:12 PM
Mm, I'm partial to the 'tynan wouldn't approve' bit.

But hell, if it gets to that point I might bite the bullet and take a swing at it.
I can't into DLLs though.
#99
AFAIK you can select between pre-made categories-- tribal, raider, civil, & slave.
Am I wrong?

Here's a thread I made on the subject.
It might be better to discuss it there- if I'm wrong (yay!) I'll go ahead and lock this topic.
#100
Just what the name says, so we can create coherent factions & pawns with the proper backstories-
Peasants, Knights, Lords & Minstrels in Medieval factions,
artists, sailors, housemates & infrantrymen in midworlder factions.
That kinda thing.

Pretty please?
#101
Help / Re: Faction Group Spawns, how do they work?
January 12, 2015, 04:08:57 PM
TY!
#102
Help / Re: New Backstory Category?
January 12, 2015, 02:15:53 PM
Bummer, is there, like, an equivalent to 'Future of the Fortress' where we can bring these kindsa issue up with Tynan directly?
#103
Help / Faction Group Spawns, how do they work?
January 12, 2015, 02:15:15 PM
This stuff:
<spawnGroups>
<li>
<selectionWeight>40</selectionWeight>
<kinds>
<li>TribalWarrior</li>
</kinds>
</li>
<li>
<selectionWeight>100</selectionWeight>
<kinds>
<li>TribalArcher</li>
</kinds>
</li>
<li>
<selectionWeight>25</selectionWeight>
<kinds>
<li>TribalArcher</li>
<li>TribalArcher</li>
<li>TribalArcher</li>
<li>TribalArcher</li>
<li>TribalChief</li>
</kinds>
</li>
</spawnGroups>


What does the selection weight do?
What do repeated pawn types result in?
How does the 'PointsCost' on the pawn definition factor in?
#104
Help / New Backstory Category?
January 12, 2015, 07:46:52 AM
Can you make them, or is this kinda off-limits by association since you pay to add custom stories?
Doing a search suggests there was talk of it back in alpha 4, has anything changed since then?

Would like to know since I'm setting up a medieval faction- it'd be good to get medieval lords/knights/peasants/minstrels where they should be.
#105
Unfinished / Re: [WIP] Medieval faction
January 12, 2015, 07:15:29 AM
Thanks mipen! :)

Here's the full armor set, aside from making the helmet's shadowed side brighter (& slightly adjusting the thin armor's position) it's pretty much finished.


Based the helmet off of this: http://www.wassonartistry.com/images/armor/slottedburg/IMG_3868.jpg


Next up I think I'll try to get the faction working.


-Faction's spawning correctly. I think I'll need to duplicate all the weapons- vanilla weaps don't seem to have specific tags, can't keep the knights away from spears.
I also think I'll reduce the armor colors to 1. Or make them very, very similar.