Author Topic: Cataclysm 40K  (Read 5044 times)

Offline Wulfle

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Re: Cataclysm 40K
« Reply #105 on: April 02, 2017, 05:20:59 AM »
Does it add to an existing monster group, or is it its own monstergroup? The one I fixed up would have to be cited in a map. A tyranid hive or crash site or something I guess.
Hmm. Testing it on an anthill, and so far I've seen no results. ._.

I tried adding the nids to the end of the vanilla monsters that spawn Not seeing them, though.
Try making their chance to spawn like 500% or something so to make sure they spawn and then switch it back if they do, then create a world with very high spawn rate and see if they spawn among the large number of monsters.

I got them to spawn in cities! All I did was copy the entire monstergroup file into my own file and add the monsters that I wanted! I'm uploading to git now!

Offline Wulfle

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Re: Cataclysm 40K
« Reply #106 on: April 02, 2017, 05:31:08 AM »
Does it add to an existing monster group, or is it its own monstergroup? The one I fixed up would have to be cited in a map. A tyranid hive or crash site or something I guess.
Hmm. Testing it on an anthill, and so far I've seen no results. ._.

I tried adding the nids to the end of the vanilla monsters that spawn Not seeing them, though.
Try making their chance to spawn like 500% or something so to make sure they spawn and then switch it back if they do, then create a world with very high spawn rate and see if they spawn among the large number of monsters.

I got them to spawn in cities! All I did was copy the entire monstergroup file into my own file and add the monsters that I wanted! I'm uploading to git now!

Git is updated! Attack of the nids is now!

Next up is defining an area with a nid spawn point to act like fungaloids or triffids. I want a capiliary tower to constantly spawn more and more nids with wandering packs of gaunts for jeanstelers.
« Last Edit: April 02, 2017, 05:41:06 AM by Wulfle »

Offline pisskop

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Re: Cataclysm 40K
« Reply #107 on: April 02, 2017, 05:49:48 PM »
Hmm. Testing it on an anthill, and so far I've seen no results. ._.

I tried adding the nids to the end of the vanilla monsters that spawn Not seeing them, though.
a monster group can have a max of 1000 spawn 'points' allotted at any given season/time.  the game ignores any more and used the default mon  for any less


mon difficulty plays a role in how.much it costs and thusly when it can spawn  lower than 20 and they wont trigger danger text and color

Offline Random_dragon

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Re: Cataclysm 40K
« Reply #108 on: April 02, 2017, 07:02:24 PM »
Try making their chance to spawn like 500% or something so to make sure they spawn and then switch it back if they do, then create a world with very high spawn rate and see if they spawn among the large number of monsters.

Hmm. I'll test this then. The fact that the anthill wasn't entirely replaces with shoggoths is promising.

Offline Random_dragon

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Re: Cataclysm 40K
« Reply #109 on: April 02, 2017, 07:10:38 PM »
...nope, nevermind. Not promising. Using copy-from on GROUP_ZOMBIE to try and add shoggoths to cities, without having to override the whole monster group, led to a city filled with basically only vanilla zeds.

I then realized my earlier effort to add to ant monstergroups actually spawned nothing but the default monster, giant ant. So it seems that using extend doesn't work at all. D:

Offline Wulfle

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Re: Cataclysm 40K
« Reply #110 on: April 02, 2017, 07:51:41 PM »
Orks will be in tonight's update.

Tonight's update will encompass four types of Tyranids and three Orks, all with enough Dakka to make Gork blush. All of the new monsters are put into the vanilla sqawngroup with zombies.

I also added a Big Shoota and I'll see about making custom building and terrain features next.
« Last Edit: April 02, 2017, 08:09:38 PM by Wulfle »

Offline Wulfle

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Re: Cataclysm 40K
« Reply #111 on: April 03, 2017, 09:52:01 PM »
Okay, I was wondering how I would go about making an item that consumes electricity and then deposits a random set of a single item on the floor in front of it. It's going to be a mining rig that is one tile big (if would be bigger if I could do that) make a HUGE amount of smoke, consume a very large amount of power or a few liters of gasoline.

In return, it would spit out some ore or metal powder every 3/10 times and the other 7/10 would just be rock or dirt.  It would basically allow you to build up a base of operations or build cars at a high cost but without needing to go into a high risk area.

Offline Random_dragon

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Re: Cataclysm 40K
« Reply #112 on: April 03, 2017, 10:09:07 PM »

Offline Wulfle

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Re: Cataclysm 40K
« Reply #113 on: April 03, 2017, 10:31:38 PM »
Eh, that's why I use mining mod: http://smf.cataclysmdda.com/index.php?topic=13306.0

Hmm. Yeah, I like your mod (It's fucking wonderfully cool because I can ride around in a buggy and get all of the salt!) but I was thinking of something that could give you iron and other metals without even leaving your base.

Offline Random_dragon

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Re: Cataclysm 40K
« Reply #114 on: April 03, 2017, 11:07:04 PM »
Not my mod actually. :V

Offline DeWolf

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Re: Cataclysm 40K
« Reply #115 on: July 06, 2017, 05:52:28 AM »
It appears you may have messed up the recipes as I imagine that you did not intend for people to make promethium from 25 hotplates instead of hotplate(25).

EDIT:Actually there is a lot of stuff weird about this mod. 0.01L storm bolters and similar things.
« Last Edit: July 06, 2017, 06:13:23 AM by DeWolf »