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Author Topic: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed  (Read 26823 times)

WillowLuman

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Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« on: February 26, 2012, 06:21:18 am »

Adds Superheroes and Super-villains to your game! Superheroes are playable in adventure mode and fortress mode, while Villains can be played as adventurers. Super heroes have a hard time controlling their powers, not often thinking of all the consequences of using them, and are by no means immune to each others or even their own powers. If you can teach them right, though, they'll serve you well!

WARNING: Adds tights to game. Do not play if the thought of dwarves importing tights from superheroes scares you.

Download v0.2

Change Log:
Spoiler (click to show/hide)

Super beings can be of the following types:
-Generic: Like the other types, is bigger and stronger than most humans, with bones comparable to iron. They are unique in that they can go into martial trances.

-Flamer: Has the power of controlling fire, able to throw fireballs and breathe a mighty jet of flame. WARNING: Not entirely fireproof yet! Much more resistant though

-Webber: Fairly self-explanatory, has the ability to spin and throw webs to entrap foes. Good for getting the crafty enemies into traps.

-Speed: Able to move great distances in the blink of an eye, performing any task at the same speed, too. Able to dodge traps.

Planned features:
-More powers: Ice, rain summoning, regeneration, steel skin
-Villain specific powers: necromancy, enthrallment, pain infliction
-New megabeasts
-Hero/Villain specific materials and reactions: Spandex/rubber for clothes, exotic metals for weapons/armor

Undecided features:
-Flight: all castes or a select few?
-Secrets that can transform others into heroes/villains?
-A megabeast caste for villains that has multiple powers?
-Changes to vanilla civs?

Any feedback/testing results welcome. Feel free to suggest powers or other things!

CREDITS: Thanks to Narhiril for fireproof mat raws!
« Last Edit: March 04, 2012, 03:48:10 am by HugoLuman »
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WillowLuman

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Re: Super Heroes & Villains Mod v0.1 Alpha --- playtesters needed
« Reply #1 on: March 04, 2012, 03:46:48 am »

Updated to 0.2, see changelog for details
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tahujdt

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #2 on: March 11, 2012, 04:57:23 pm »

-Secrets that can transform others into heroes/villains?
(Singing) "Believe it or not, I'm walking on air! I never thought I could feel so free-ee-ee!"
Anyone remember "The Greatest American Hero"? Maybe the ones who have superhero secrets can be aliens?
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #3 on: March 11, 2012, 05:11:08 pm »

-Secrets that can transform others into heroes/villains?
(Singing) "Believe it or not, I'm walking on air! I never thought I could feel so free-ee-ee!"
Anyone remember "The Greatest American Hero"? Maybe the ones who have superhero secrets can be aliens?
Was that the one with the rabbit?
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Pokon

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #4 on: April 09, 2012, 04:02:00 pm »

Hmm, I say that you could fold flying into the Generic branch, and create a skilled but otherwise normal caste. Crime fighters?
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #5 on: April 15, 2012, 06:03:22 pm »

Hmm, I say that you could fold flying into the Generic branch, and create a skilled but otherwise normal caste. Crime fighters?
All of them are already naturally competent in basic fighting skills (fight, kick, punch, wrestle, bite), but I think flying could be a generic power.

Fixed the problem with Flamers, as well as the LANG file errors. I want to work in new materials before I update though.
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bukitodinos

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #6 on: May 11, 2012, 08:25:51 pm »

cool.
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dennislp3

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #7 on: May 12, 2012, 12:55:27 am »

You should model a wolverine clone...wonder if its even possible to make things heal that quick and work
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Putnam

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #8 on: May 12, 2012, 01:28:32 pm »

Hydras already heal that fast in vanilla.

dennislp3

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #9 on: May 12, 2012, 02:16:43 pm »

Ahh...didnt know that. I have only ever heard of there multiple head issue
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Mrhappyface

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #10 on: May 12, 2012, 10:23:45 pm »

Thanks, man! Just came back from the Avengers, so this is pretty awesome.
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #11 on: May 12, 2012, 10:48:54 pm »

When I get a DF computer again, I will post an update :D
Fix for the Flamer problem, and 4 new materials!
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Jeoshua

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #12 on: May 12, 2012, 10:49:53 pm »

I don't see why flying would be a generic power.  Common among supers, sure, but not EVERY super hero can fly.  Batman, The Hulk... hell over half of the X-Men can't fly.
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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #13 on: May 13, 2012, 12:07:21 am »

I'd say all the superheroes should be faster than normal humans.

Hmm, I say that you could fold flying into the Generic branch, and create a skilled but otherwise normal caste. Crime fighters?
All of them are already naturally competent in basic fighting skills (fight, kick, punch, wrestle, bite), but I think flying could be a generic power.

I think Pokon meant that you should include unpowered super heroes as a caste, like Batman.  Peak Humans, so to speak.  If that is not what Pokon meant, I'm suggesting it now.  And since many unpowered super heros make their own equipment, perhaps they start with skill in armor and weapon making (assuming that is even possible), along with fighting skills.

About flying: I don't know about this version of Dwarf Fortress, but in previous versions flying in a playable race lead to lots of errors.  I'd suggest testing it first, and if it proves too cumbersome, then keeping it out.

Awesome mod.

WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #14 on: May 13, 2012, 12:39:50 am »

If you want unpowered heroes, you can get human migrants. But the generic caste is as close as you can get, all they have is naturally high fighting skills and good physique.

Personal experience with playing as flying race shows that they need to be able to path to somewhere as if they can't fly, but they will take the most direct route there. They tend to get stuck on top of walls, though.

At this point, I'm thinking of having an incredibly rare OP'd caste with flight, super-strength, and very tough tissues.
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