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Author Topic: Buffing megabeasts?  (Read 787 times)

ChairmanPoo

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Buffing megabeasts?
« on: July 26, 2009, 10:26:52 am »

How would I go about it? Beyond increasing size
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Funk

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Re: Buffing megabeasts?
« Reply #1 on: July 26, 2009, 02:02:50 pm »

try adding tags i.e. no bleed
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Teldin

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Re: Buffing megabeasts?
« Reply #2 on: July 26, 2009, 02:05:22 pm »

Do you mean buffing them in chargen? If so, it's a lost cause.

Megabeasts in chargen will die rapidly no matter what you do, as far as I remember. Making megabeasts tougher in fort or adventurer mode is a lot easier; just a matter of adding whatever you want. Higher damage, damblock, more body parts, larger size, etc.
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ChairmanPoo

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Re: Buffing megabeasts?
« Reply #3 on: July 26, 2009, 03:38:02 pm »

how about increasing the number of starting megabeasts?
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Vattic

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Re: Buffing megabeasts?
« Reply #4 on: July 26, 2009, 03:51:40 pm »

When I gen a world they all have [BODY:MOUTH] instead of the usual. After starting a fort I save and close DF, give them their bodies back and start playing again. This seems to stop them turning up with missing limbs and fainting from the damage putting up no fight at all.

My dragons are also immune to fire unlike in vanilla. Gave them the same kind of flesh and temp settings as magma creatures.
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ChairmanPoo

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Re: Buffing megabeasts?
« Reply #5 on: July 26, 2009, 07:02:51 pm »

I do the fire immune thing too, otherwise they would just dip into magma :(.

 A pity you cannot modify the starting number of megabeasts
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LordNagash

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Re: Buffing megabeasts?
« Reply #6 on: July 26, 2009, 07:20:09 pm »

You kind of can - add more caves and you get more megabeasts.
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Daywalkah

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Re: Buffing megabeasts?
« Reply #7 on: July 26, 2009, 10:13:00 pm »

how about increasing the number of starting megabeasts?

You could do the extremely suicidal thing of adding the [SEMIMEGABEAST] tag to get way too many megabeasts and completely wipe out society as we know it, or you could control it by adding the [CLUSTER_NUMBER] tag and put a low number. You could also increase the attack power megabeasts have.
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blah28722

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Re: Buffing megabeasts?
« Reply #8 on: July 26, 2009, 10:37:48 pm »

I believe you can mod a creature into a megabeast post-worldgen.

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GD

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Re: Buffing megabeasts?
« Reply #9 on: July 27, 2009, 01:52:23 am »

Just add something like [CLUSTER_NUMBER:100:100][POPULATION_NUMBER:400:500][FEATURE_ATTACK_GROUP] to megabeast and say goodbye to civilizations. Here is example of such megabeast.

Spoiler (click to show/hide)

their body not so different from normal as their mind but here it is
Spoiler (click to show/hide)

PS worldgen with 500 megabeasts could be looong but their maxage can be shortened to something like [MAXAGE:5:10]
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