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Author Topic: Speculation  (Read 632 times)

irdsm

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Speculation
« on: June 01, 2011, 11:22:04 am »

The next release will add a ton of stuff. The prospects for modding seem endless. Syndromes capable of transforming creatures, syndromes being controlled by the lunar cycle, a whole new host of night creature options, and now it looks like we may even be able to make creature creation workshops
Quote
constructed monsters

So what are you gonna do with all these amazing new RAW toys to play with?
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narhiril

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Re: Speculation
« Reply #1 on: June 01, 2011, 11:32:51 am »

The next release will add a ton of stuff. The prospects for modding seem endless. Syndromes capable of transforming creatures, syndromes being controlled by the lunar cycle, a whole new host of night creature options, and now it looks like we may even be able to make creature creation workshops
Quote
constructed monsters

So what are you gonna do with all these amazing new RAW toys to play with?

The penultimate advancement of the LFR "tech tree" was, in the early design phase, supposed to be mechanical soldiers.  If this becomes possible, I will make it a reality in a hurry.  Creation of creatures would allow for...

-Golems - mechanical soldiers, with tiers of strength.
-Crossbreeding.
-Accidental creation or "summoning" of an unfriendly visitor from a ritual reaction.

TomiTapio

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Re: Speculation
« Reply #2 on: June 01, 2011, 11:33:39 am »

I will assist Deon in making the Genesis mod even more awesome.

Maybe make alchemy workshop once in a while output a magical amphibious snake that seeks out pools and freezes them (via secreting a frost-liquid like dragonbreath). Oh and sacrificing at altars should somtimes "summon" a creature.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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3

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Re: Speculation
« Reply #3 on: June 01, 2011, 11:49:59 am »

"Constructed monsters" shouldn't have anything to do with reactions on the player end. From what we know so far they'll work like other raised dead.
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Rumrusher

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Re: Speculation
« Reply #4 on: June 01, 2011, 12:34:50 pm »

I will spend hours on tweaking the zombie commands given that if Toady doesn't add them to adventure mode.
What's good of a necromancer who can't get access to building zombies?
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Alternatecash

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Re: Speculation
« Reply #5 on: June 01, 2011, 04:55:27 pm »

If syndromes will be able to transform creatures, parasitic monsters should be easy to mock up. "Urist McUnlucky has been bitten by a were-spider!"
Not to mention "radioactive" materials for making mutants...
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irdsm

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Re: Speculation
« Reply #6 on: June 02, 2011, 09:36:58 pm »

EVERYTHING IN THE LATEST CHANGELOG BLEW MY MIND. I AM STOKED AS FUCK AT THE MODDING POSSIBILITIES AND MY BOXERS ARE STICKY AND DAMP
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Alternatecash

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Re: Speculation
« Reply #7 on: June 03, 2011, 05:36:03 pm »

TMI isn't really something most DF players consider, is it.
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Explore a half-ruined facility and play with dangerous
mutagens in my forum game.
It's back! A bit. Seriously, jump in.