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Topics - WonderPsycho

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1
Mod Releases / Civs+ Mod [DF Legacy 0.47.05]
« on: September 12, 2023, 01:30:45 am »
Civs+ Mod

Features:
-many new Civs and Civ types:Foxkai, Animal people civs, Federation civs and etc
-All vanilla and custom civs fortress mode and adventure mode controllable (in All Civs Playable version)
-some other new types of races related to civs and creatures that may affect certain civs
-certain vanilla civs now have extra custom types that can spawn as for example: a elven civ that worship a pantheon of gods of nature, or a goblin pit civ with connections to evil dark gods and may or may not have connections to the demon lord that leads them
-some unbalanced civ chaos

Civ Types:
Chaos Humans:Humans who worship chaotic and dark gods, whether it be gods of death, and murder to gods of chaos, blight and disease, some many of these chaos humans seem to even know how to do their own necromancer experiments... while others are completely berserk and crazed, but they all have one thing in common... they all feel no pain or fear..

Independent Troll Hamlets:Civs formed by trolls who escaped away as slaves for the Goblins and demon lords of The Dark Goblin Pits.. they formed their own civs wishing to make independent Civs for their people (even if it may lead to some civil wars amongst themselves due to differing beliefs or wars against other Troll Civs..) some maybe allies to human and dwarven civs, others may not...

Foxkai:fox people that grew away from their tribes, and founded monarchical civilizations that thrive off of the coasts and beaches, their monarchs having massive amounts of power over their civilizations, as their civs are mostly absolute monarchies, calling themselves "foxkai", their culture heavily relates to the sea, and the great power of their monarchs as guiding leaders to the prosperities of their nations and other nations they may trade to...

Federation Union/Federation Civs:Civs founded by either Dwarves, Humans, Wepians, Wolf people, Foxkai, Elves, Goblins, speech taught Kobolds, and Trolls...
origins of these civilizations are traced back to when a certain amount of Civs owned by Humans, Dwarves, Wepians, Foxkai, Wolf People, Elves, independent Goblin Hamlets, and Independent Troll Hamlets signing a treaty with each other to form a sort of Union of Federations to truly unite the world they live in, and bring true Law, Order and Peace to the world.... at some point Kobolds were put in the mix and were able to form their own federations for The Union after the help of a Kobold Assimilation and Teaching Project done by said union to "better civilize Kobolds and their thievish ways"...

Wepians:Wolf people that moved away from their old tribal ways and evolved their cultures related to swordsmanship and scripture into the Wepians cultures known today as found their civilizations throughout the world, they call themselves "Wepians" in reference to the first scripture and swordsmanship based wolf people tribes on a home island country they call "Wepia", with a love for intellectual scripture and swordsmanship these wolf people live in their civilizations with pride and will do anything to fight back against those that invade their homes or fightback against evil creatures and civilizations that harm others..

Nords:Celtic humans with a Viking and barbaric chaos loving culture, they feel no fear, but are prone to rage when it calls.. they also are very prideful of their culture and love independence, and will not tolerate other civilizations colonizing and imperializing on their territory and homelands, due to their more barbaric and chaotic nature, their civs tend to get into wars with other human civs and other civs not evil in general, they are exceptionally known to be very active around the season of Winter...

Independent Goblin Hamlets:Independent Goblin hamlet civilizations founded by Goblins who went against the rule of the demon lords of the dark goblin pits, these goblin wish to live a more independent and normal life away from being controlled and ordered by warmongering megalomaniacal demon lords..

Random Animal People Civilizations:exactly as it says on the tin, completely random animal people civilizations started by random tribal animal people, from red panda people civilizations to dingo people civilizations, (limited by 5 due to no limit leads to more animal people civs then vanilla ones and the other custom ones)


Spoiler (click to show/hide)

2
Mod Releases / [47.05] Zed Apocalypse Zombie/Undead Infection Mini Mod
« on: September 24, 2022, 02:31:34 am »
a simple mod so far that adds in a custom regional interaction that occurs in every biome generated in your world that causes the dead to be resurrected, this is sort of a simple small alpha version for this mod I am working on for now, so enjoy what shenanigans this small mini mod may cause

https://dffd.bay12games.com/file.php?id=16089

screenshots of some results of this regional interaction:








3
welcome to the world of Ashitar, here in this very world it is cursed it is many horrible users of the secrets between life and death, a world where two Dwarven Civs are literally controlled by two Dwarven Necromancers who want nothing more then to take over the world..https://imgur.com/a/rjLexa4

In such a world most kobolds live on the nearby islands instead of the dangerous mainlands... and cause of this there are so many kobold nomadic groups throughout the mainlands, many from the now destroyed kobold civ "Gobostayngus"...https://imgur.com/a/DTWaULc

ever since you and the others have lived in this awful world, you all had one goal in mind whether you were from "The Faithful Seal", "The Icy Cloisters", "The Rough Gates", "The Mirrors of Wetting", "The Hale Sound-Tours", or "The Lantern Of Actions", you all decide to setup a fortress somewhere in the world dedicated to the eradication of all Necromancy itself and to end the cursed destiny someone is bound to become in this world as "The Undead Overlord", so far two dwarven civs are controlled by two necromancers with goals of wanting to rule the world, they are the leaders of "The Machine of Continents" and "The City of Masters", while those two leaders are possible threats with the same goals going down that path of cursed destiny of being the new Undead Overlord and taking over the world, you may have take risky and dangerous chances in whatever way to assassinate those civs leaders, or pillage and purge their civs to prevent any of the civs leaders's dark magic landing in the hands of a new leader or other simple citizens in the two current civs, whatever may do to prevent the spread of necromancy is justified, may the deities and fire imp gods of the volcanos and fire guide you all on your journey to eliminate necromancy and all evil for good...

Aight so.. this is pretty much a succession game i decided to do after my first two attempts and doing two community games were pretty much failures, but enough of that, welcome to this succession game, it seems like your average succession game with only little to no rules as a anarchy type of succession game, but... there's a twist, in this since i suck at fortress mode i will be playing a random adventurer (or another one if said first character i was playing as dies) that has a goal of the same cursed destiny mentioned in the intro of this succession game, and i will be sort of a main antag in said succession game that you and other fortress overseers of said fortress you are all controlling to go up against before my adventurer character gets to a certain point he is near to reaching his goal and turning the whole world of Ashitar into a undead apocalyptic waste land..

so yeah, if your interested in this succession game let me know in the replies and i'll send a PM anyways here's some extra info

yes as mentioned in the intro, some human and dwarven civs worship some fire imp deities:https://imgur.com/a/j0g0As4

some world details:https://imgur.com/a/l6aQOi2

World itself for whereever you like to start the fortress for you and the other overseers:https://imgur.com/a/9D2EnOr

Save/World:https://dffd.bay12games.com/file.php?id=15318

4
DF Modding / AdvanceFort Returns
« on: June 05, 2019, 07:35:23 pm »
IZUKA THE RISING DEAD AND NEW WORLD KEEPER HAS SPOKEN FOR HE HAS RETURNED

anyways yeah, i'm back after a LONG time.
well anyways,
in this update of AdvanceFortress Reborn. I successfully brought back the foxkai civ and busy reviving some other old just like the orctroll civilization which I decided to rename as independent troll civs and Dragons of Knowledge, etc.
however I will not be only bringing back so old stuff, but also adding new stuff like new languages and creatures and the sorts, so for now it's just foxkai in it and a new language called Relzkisk.
if you wish to support me and assist me on this community developed project,(of course because it's community developed) then do it and add whatever mod you like to it, now as you may excuse me i'll be back on working on it

modpack repository:https://github.com/WonderPsycho/AdvancedFortReborn

5
remember the advance fortress project and how it was a complete failure, well i think the reason why it failed was probably because it didn't got that much attention and that much info on what the modpack is about and what people were supposed to do or something like it was not a themed modpack or something like that, well this time i'm going to have it as a dwarf fortress themed modpack now meaning that people have to add and make mods that go with the default theme of DF, now this time i'm no longer going to use the old raw folder for the modpack, infact i'm just going to start off with creating with actually making the new remastered version of the project's first release in order to gain attention for the project and sooner or later i'll make a new github repository on the latest version of dwarf fortress and this time i'll be alot more active on it.

6
DF Modding / (CLOSED NEW REMASTERED VERSION COMING SOON)
« on: February 13, 2018, 01:08:52 am »
hi, i am creating a community developed modpack for DF i'm calling Advanced Fortress it is a modpack that's all about making dwarf fortress alot more unique, alot more interesting, and alot more !!FUN!!, so right now i'm trying to finish up my first release on this modpack, remember every mod you want to add  must fit the style of DF or Fantasy in general, so if you want a chaotic and fun mod to add more !!FUN!! to the game, then it must fit the style of DF or fantasy in general, if you want a chaotic and fun mod that doesn't fit the style of DF or fantasy in general, then make a new branch of the modpack based on that or fork it, so if you want to help me out and contribute to my modpack go to the repository on Github.

https://github.com/WonderPsycho/AdvencedFort

the types of mods i want in the master branch of my modpack is
  • Mods that improve adventure mode and fortress mode
  • Mods that improve the game of DF
  • Mods that add new magic and spheres, or new interactions
  • Mods that add new syndromes.
  • Mods that add new entities based on medieval fantasy
  • Mods that add new fantasy creatures
  • Mods that add new stuff based on medieval fantasy
  • Mods that add chaotic stuff based on medieval fantasy

mods i don't want in the master branch of my modpack
  • random mods that have nothing to do with medieval fantasy
  • chaotic mods that have nothing to do with medieval fantasy
  • mods that are not that very good or well made and cause the game to crash alot
  • mods that were made to troll the DF community and ruin the modpack

anyways heres the the mods this modpack features along with the credits to the modders who made them
Mods
  • Wee Folk Mod by Asin
  • Spellcrafts Mod by Eric Blank
  • Fantastic Races Mod by Squamous
  • Fear Of The Dark Mod by Xangi

7
DF Modding / Need help making a plague or syndrome for a modpack [SOLVED]
« on: January 31, 2018, 10:02:58 pm »
hello i am making a modpack for DF, however i'm having a problem with modding, i've been trying to make a zombie plague in DF, but when i try to make the plague and put it apart of one of my creatures i've added to the game, it would infect subject 0 with the plague, but none of the symptoms of the plague would effect subject 0.(tbh i'm pretty new to modding, its just i don't understand how interactions and syndromes work.) so can anyone help me out and teach into getting to understand how syndromes work? please.
example:
creature_new_plague_mammals.txt

[OBJECT:CREATURE]

[CREATURE:ZODAK_RAT]
   [DESCRIPTION:A huge rodent found underground.]
   [NAME:zodak rat:zodak rats:zodak rat]
   [CASTE_NAME:zodak rat:zodak rats:zodak rat]
   [CHILD:1][GENERAL_CHILD_NAME:large rat pup:large rat pups]
   [CREATURE_TILE:'r'][COLOR:6:0:0]
   [CREATURE_CLASS:MAMMAL]
   [PETVALUE:250]
   [PET_EXOTIC]
   [NATURAL]
   [LARGE_ROAMING][FREQUENCY:100]
   [BENIGN]
   [POPULATION_NUMBER:10:20]
   [BIOME:SUBTERRANEAN_CHASM]
   [UNDERGROUND_DEPTH:1:1]
   [CURIOUSBEAST_EATER]
   [CURIOUSBEAST_GUZZLER]
   [PREFSTRING:strength]
   [BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:5TOES_RQ_REG:MOUTH:TONGUE:RODENT_TEETH:RIBCAGE]
   [BODYGLOSS:PAW]
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
   [BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
   [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
    [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
      [TL_MAJOR_ARTERIES]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
   [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
   [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
   [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
   [HAS_NERVES]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
   [CREATURE_CLASS:GENERAL_POISON]
   [GETS_WOUND_INFECTIONS]
   [GETS_INFECTIONS_FROM_ROT]
   [USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
   [PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
   [BODY_SIZE:0:0:2500]
   [BODY_SIZE:1:0:12500]
   [BODY_SIZE:2:0:25000]
   [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [MAXAGE:2:3]
[USE_MATERIAL_TEMPLATE:PLAGUE:CREATURE_EXTRACT_TEMPLATE]
       [STATE_NAME:ALL_SOLID:frozen zodak rat venom]
       [STATE_ADJ:ALL_SOLID:frozen zodak rat venom]
       [STATE_NAME:LIQUID:giant zodak rat venom]
       [STATE_ADJ:LIQUID:giant zodak rat venom]
       [STATE_NAME:GAS:boiling zodak rat venom]
       [STATE_ADJ:GAS:boiling zodak venom]
       [PREFIX:NONE]
       [ENTERS_BLOOD]
       [SYNDROME]
           [SYN_NAME:zodak rat bite]
           [SYN_AFFECTED_CLASS:GENERAL_POISON]
           [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
           [SYN_INJECTED]
           [CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
   [ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PREPARE_AND_RECOVER:3:3]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:scratch:scratches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PREPARE_AND_RECOVER:3:3]
      [ATTACK_PRIORITY:SECOND]
   [ALL_ACTIVE]
   [HOMEOTHERM:10067]
   [LOW_LIGHT_VISION:10000]
   [APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] 25 kph
   [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
   [STANCE_CLIMBER][NATURAL_SKILL:CLIMBING:15]
   [SWIMS_INNATE]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
      [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:hair:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
   [TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
            [TLCM_NOUN:skin:SINGULAR]
      [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:eyes:PLURAL]

9
i'm sorry but its closed because of inactivity

10
like the title said, i would like tips and some info on how to start a community game, (as in a community game based on playing DF, like succession games, or community fortresses.) so any of you have any tips, or ideas for starting one, my first one didn't went anywhere.

11
You have arrived. After a journey from the hamlethomes into the FORBIDDING wilderness byond,
your harsh trek has finally ended. your party of seven is to make an outpost for the glory of all of Mong Lonel, "The Nation Of Meals" and for the souls of now exstinct and separated Dwarves.
There are almost no supplies left, but with stout labor comes sustence. Whether by bolt, plow, or hook, provide for your humans (and possibly incoming dwarven migrants).
You are expecting a supply caravan (or not for WHATEVER hell is lose out there) just before winter entombs you, but it is spring now. Enough time to delve secure lodgings, ere the coincidense lions get hungry.
A new chapter of Dwarven Human history begins here at this place, Sipkatlomoth, "Stucktomb" STRIKE THE EARTH FOR THE RESURRECTION OF ARMOK AND THE DWARVES!

hello and welcome to my first community game! (or Community Fortress to be exact) in this its basically your standard community fortress dorfings, ruler turns, and etc, but with a little twist to it. in this it will not only it will have a dorfing list, and ruler turn list, but also a Adventurer turn list, because I really feel like adventurer mode hasn't been getting enough attention, especially community games, so the reason why i added that is because I purely just want to have fun with the DF community, and purely just mess with the history on this world and see the interesting stories people in the community can come up with, so yeah just why i created now lets get with the lore, story, rules, mods, and utilities for this community game and what i used to create the world.


Welcome To "The Destined Realms"

In this realm it is almost UNSAFE to live in this world. Armok has unfortunately faded away from lack of worship, the dwarves became exstinct and only dwarven separatists remain, new species have been discovered and have overtaken the world! and so your story begins here, a ruler or adventurer to try to hopefully live in this  strange world, will YOU live on before the end times? or start it yourself.


Game Rules
Spoiler (click to show/hide)

Thread Rules
Spoiler (click to show/hide)

Utilites Used
  • Random Raw Creator
  • Knight Otu's Random Raw Scripts

Mods Used
  • Fortress Defence
  • Extra Engravings
  • Decorational Workshops
  • And Other Stuff From Meph's Tileset Launcher

Note: Evan though i use Meph's Tileset Launcher i changed the graphics in DF back to the Default Graphics of the game, why i use the launcher is the question, its because i like to use it to make some interesting randomly generated worlds.

Required Object Files
Here

Host
  • WonderPsycho

Rulers


Adventurers
  • WonderPsycho


World Map
Here

Dorfing List






Save 1

12
so i wanted to use try out knight otu's random raw scripts utility to make my gameplay experience alot more interesting, but when i started trying to generate raw files i got this error with the word_goal line
https://imgur.com/a/JcR8I
to be honest the utility was completely fine on Masterwork DF when i tried it out, but when i tried to install it and tried to use it on vanilla Dwarf Fortress (Version: 0.44.02 btw) it just gave me that error. can someone help me figure out this error?

13
DF Modding / Mod Request/Idea: i have an idea for a plague mod...
« on: December 14, 2017, 12:38:55 am »
yes the title says it all.. i have an idea for a plague mod. i had this idea in the back of my head for over a month now, so i want to share this to the community so that i could at least get someone to hopefully bring my mod idea to life. so the idea of this mod is basically using the idea of a basic plague mod except, it not only improves particular plagues in the game, but i have plans on having the mod improve curses(or transformation plagues.) into actual diseases that spread though out the world by rarely and randomly picking random civilized creatures (like elves, dwarves, humans, kobolds, animal people, and goblins.) into vampires, werebeasts, and zombies, and improving zombies and vampires to be able to infect other entities with the curse spreading it, and also adding new plagues to the game, for example i have an idea of a plague that turns its victims into walking beacons for giant spiders to get them as pray, i really hope i get the help i need to make this idea into a reality, sadly i don't know how to make mods for dwarf fortress, so can any of you would like to turn my idea into a actual mod for dwarf fortress please?   

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