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Author Topic: Beasts Generator v.0.4 (now with 100% more berserk carps!)  (Read 3429 times)

Wastedlabor

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Re: Chimera Generator 0.1.0
« Reply #15 on: February 17, 2013, 05:32:26 pm »

Heheheh...

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Wastedlabor

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Re: Beasts Generator 0.1 (now on github!)
« Reply #16 on: February 18, 2013, 12:33:18 am »

All right! Uploaded to github! A few beasts still turn out buggy (often beast-animal-men I think), but it's useable.

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Wastedlabor

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Re: Beasts Generator v.0.1 (now on github!)
« Reply #17 on: February 18, 2013, 01:46:23 pm »

Heh. Reptilian Fire Imps melt their scaly skin right away. Ouch!
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Wannabehero

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Re: Beasts Generator v.0.1 (now on github!)
« Reply #18 on: February 19, 2013, 04:37:47 pm »

This is great stuff Wastedlabor.

It is inspiring me to try to write a similar script to procedurally generate forgotten-beast spawn; non-megabeast creatures bearing the traits of forgotten beasts.
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Wastedlabor

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Re: Beasts Generator v.0.1 (now on github!)
« Reply #19 on: February 19, 2013, 07:53:47 pm »

If you can write the right creature variations, they can be generated with this script (naming bugs aside).

http://dwarffortresswiki.org/index.php/DF2012:Creature_variation_token
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Wastedlabor

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Re: Beasts Generator v.0.2 (now on github!)
« Reply #20 on: February 25, 2013, 10:53:54 pm »

I've cleaned several creation errors, there's a few still about trying to give bite attacks to creatures with beaks or slap attacks to creatures without tails, but they seem quite harmless.

I've also made it default that only the subterranean creatures are modified. Surface creatures could do with less freakish variations and I need to make the script use different variation files for different raws first.
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Wastedlabor

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Re: Beasts Generator v.0.3 (now on github!)
« Reply #21 on: March 12, 2013, 06:15:58 am »

Updated.

Fleshed out more the variations and added 'Rabid' beasts. They show up on Legends now too.

Untested beyond genning a world with them and embarking for a few days. They probably make things hard now. Also rabid beasts are spammy, because they are getting enraged all the time.

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Wastedlabor

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Re: Beasts Generator v.0.3 (now with 100% more berserk carps!)
« Reply #22 on: March 18, 2013, 05:31:53 am »

Woops, a little issue. Generating beast vermin makes it way too profitable to hunt for little freak pests to sell to traders. 750 for each "amphibian lizard beast" is a bit too much.
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Rose

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Re: Beasts Generator v.0.3 (now with 100% more berserk carps!)
« Reply #23 on: March 18, 2013, 05:36:19 am »

I was hoping for breasts generator.

This is still cool.
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Wastedlabor

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Re: Beasts Generator v.0.3 (now with 100% more berserk carps!)
« Reply #24 on: March 18, 2013, 06:51:09 am »

Whatever goes between dwarves and humanoid wolf beasts, it's none of my business. :P
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Markus

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Re: Beasts Generator v.0.3 (now with 100% more berserk carps!)
« Reply #25 on: March 21, 2013, 11:43:41 am »

Needs more Berserk Giant Sponges.
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Wastedlabor

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Re: Beasts Generator v.0.3 (now with 100% more berserk carps!)
« Reply #26 on: March 21, 2013, 01:26:45 pm »

Welp, raging sponges get enraged and... keep being sponges.

Magmatic sponges can live outside water and do fire attacks, but they get killed relatively easily since their body is quite brittle. I pitted them with a bunch of elfs in the same team, and the elfs started melting when they walked over them. :o

Similar with elemental sponges, without fire attacks. Elemental sponges are warm but not hot, so it takes a whole bunch of them to cause burns.

Amphibian and Reptilian sponges turn out to be not very amphibian. :/

Arachnid sponges do their webbing stuff, but water washes out the webs right away.

Avian sponges do nothing special. The variation can't attach wings to their unibody.

Gargantuan Giant Sponges weight 4838 stones after butchering. :o

Humanoid Giant Sponges (who still only have an unibody) become legendary versus Sponge men.
« Last Edit: March 21, 2013, 02:56:37 pm by Wastedlabor »
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Souleater17

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Re: Beasts Generator v.0.3 (now with 100% more berserk carps!)
« Reply #27 on: March 21, 2013, 02:29:39 pm »

Posting to watch.
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Wastedlabor

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Re: Beasts Generator v.0.4 (now with 100% more berserk carps!)
« Reply #28 on: March 25, 2013, 03:52:03 pm »

Fixed amphibious and reptilian sea beasts drowning on land, and tweaked down the PRONE_TO_RAGE tag for rabid creatures.
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Wastedlabor

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Re: Beasts Generator v.0.4 (now with 100% more berserk carps!)
« Reply #29 on: April 03, 2013, 03:18:36 pm »

Some vermin turn into proper creatures in their beast mode --particularly Rabid Fly Beasts. So, when they appear in the map, they appear by the dozens. :o

Fortunately being up in the sky they aren't very threatening.
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