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Author Topic: Vampire curses  (Read 3761 times)

Zeebie

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Vampire curses
« on: May 01, 2013, 06:25:03 pm »

I set vampire curses to zero in worldgen, but I still have vamps in my world.  I assume MW includes some new curses of its own? What do I need to do to make a world with no vampires?
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Meph

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Re: Vampire curses
« Reply #1 on: May 01, 2013, 06:27:44 pm »

It includes xangis fear the night mod, which adds extra vampires. I always wanted to make that entire mod an optional module, but never got to it so far.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Zeebie

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Re: Vampire curses
« Reply #2 on: May 02, 2013, 06:10:24 am »

It includes xangis fear the night mod, which adds extra vampires. I always wanted to make that entire mod an optional module, but never got to it so far.

Are those extras removable at worldgen like other curses?
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Meph

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Re: Vampire curses
« Reply #3 on: May 02, 2013, 11:21:11 am »


Updates every Friday!


::: Current version: V.1.000 - Updated 6th May 2016 - For DF.42.06 :::
::: MDF is packed in 7zip, a free compression software. :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::


::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::


Welcome to Masterwork DF! A comprehensive mod-pack that includes pre-installed utilities and tilesets just like the StarterPack, but with additional content to keep you playing longer.

This mod has existed since 2011 and has gone through many iterations. The largest and most popular one is for DF2014 (34.11) and can be found here. It contains 8 playable races, 1000+ creatures and 500+ new buildings. It did suffer from feature-creep and will be replaced by this all new version, written with a strict concept in mind and 5 years of modding experience backing me up.

Here the features of Masterwork DF2016 (42.06):
- Three playable races. Master-metalworkers and warriors: Dwarves. Tribal dirt-digging thieves: Kobolds. Fire-loving and alluring demons: Succubi.
- A launcher that edits Init & Worldgen settings, installs tilesets and entire mods for you. It also enabled parts of the mod to be enabled/disabled as you please.
- Included utilities: Therapist, Armok Vision, Stonesense, Soundsense, Dfhack, Perfect World, Isoworld, Quickfort and more...
- Included tilesets: Phoebus, Obsidian, Ironhand, Mayday, Spacefox, JollyBastion, CLA, Taffer and more...




General mod content:
- Standardized leathers, bones, meat, wood... (optional)
- Rebalanced animal man and giant animal appearances. (optional, editable)
- Invading titans, werebeasts, night-creatures, demons and forgotten beasts. (optional, editable)
- Invading orc, naga, vampire and necromancer civs. (optional, editable)




Included mods by other authors:
- Mythical Monsters Modby IndigoFenix
7-part mod that adds monsters to fight, special bogeymen, vampiric ghosts, rebelling plump-helmet men, a dozen new necromancer-like mages/towers, a cult of lovecraftian proportions and the wild hunt, a wildlife mini-siege.

- More Leather Modby Sackhead
Creatures now create leathers and parchments amounts related to their size.

- Deeper Dwarven Domesticationby Wannabehero
Adds 10 cave-related pets to the dwarven civ. Bearded birds, rock-laying crabs, shelled cave tortoises and speedy weasels for vermin control.

- Fortress Defense IIby Darkflagrance
Adds up to 16 new invading races. Everything from reptile and tigermen over hellfire-imps and giant spiders to war elephants.

- Wanderers Friendby Deon
Adds almost 100 adv-mode reactions to craft leather items, forge armor, decorate crafts, tan leather, write books and more...
(Note: Only the reactions are added, no other rebalancing of the mod)





Dwarves:
Dwarves are the default race that most players will use. They have full vanilla DF content with a lot of mod additions.

Master smiths and metalworkers, they have access to three new metals and can refine their weapons and armor to masterwork quality in special forges. Metal siege-engines and javelin-throwers add new ranged capabilities, new cave-themed pets live with you underground.

Dwarves can also join military groups or guilds, receiving special training; call migrants or caravans from the liaisons office; or transmute metals in the alchemists lab.


Workshops & Furnaces
Quote
Liaisons Office:
Pay gold coins to request migrants or caravans to come.

Weight Bench:
Lift boulders to increase physical stats.

Shrine:
Pray for an item type. This has a very low success chance, but is a good last chance to get that missing strange-mood item.

Wood Splitting Block:
Basic wood-cutting workshop. Cut your tree trunks into many smaller wooden planks/blocks.

Stonecrafter, Woodcarver, Bonecarver and Gemcutter:
Four simple workshops that create items and furniture from there four materials that are missing in vanilla DF. Both the stonecrafter and woodcarver accept blocks as input.

Furniture Workshop:
Make complete sets of furniture from different materials, including some metals.

Pottery:
Form all kinds of items and furniture from clay, fireclay or kaolinite. These soft clay items can't be used yet, but after burning them in the kiln, you get stoneware, earthenware and porcelain items.

Tailor:
Create clothing and leather-armor sets with a single reaction, or unravel cloth back into thread.

Archeologist:
Your miners can find three unique gem-types: Relics, fossils and treasures. The archeologist can restorate them to former glory and gives you a random item... maybe a golden throne, maybe an adamantine sword... good luck!

Alchemist:
Requires one Orichalcum bar to build, which is a byproduct of metal working. For every 100 bars of metal made in the smelter, you get one orichalcum bar. The Alchemist can turn lead into gold, create gems and transmute metals into different metals.

Guildhall and Garrison:
Large buildings that enable your dwarves to change their caste. For 2500 gold they turn into a guild-member or military-group member of your choice. Guild members learn related skills twice as fast, while military-group members learn combat skills twice as fast and get a few attribute boni.

Scriptorium:
Write books for your library sections. Once you have 10 on any given topic, you can build a library (workshop) with it.

Library:
Six library sections, of warfare, mind&body, farmwork, crafting, smithing&engineering and philosophy. They instantly give any dwarf reading up on a skill a basic knowledge in it. Good for migrants and militias.



Brick Oven:
Make blocks of any color for awesome megaprojects.

Ore Processor:
Optional step before smelting your ore. Sort it into pure ore and rocks for higher yield.

Crematory:
Burn items and refuse to clear the fort and create ash/coke.

Metallurgist:
Create alloys. Attention! This means steel is made here, not in the smelter!

Crucible:
Smelt mithril and wolfram and efficiently make steel and bronze bars.

Blast Furnace:
Smelt large batches of metal ore at once. Very fuel efficient.

Volcanic Foundry:
Create volcanic metal, a better-than-steel alloy, warm to the touch.

Finishing Forge:
Cold hammer bronze, tin and copper. This allows early militias even without the need for fuel.

Armory & Weaponry:
Improve the quality of armors and weapons. Instead of smelting it down and reforging, simply refine the item you have. Adds one quality level per workstep.

Javelin Maker:
Make ammo for your heavy crossbows, the javelin throwers. Aka mini-ballistas.

Heavy Siegeworks:
Create metal ballistas and catapults and batches of ammo for them.




Kobolds
Small race of thieving dog-lizard creatures as known from vanilla DF. Their theme is very much tribal, simplistic and naturalistic. They use animal materials and hunting for most of their needs; their workshops are build of wood and leather, not rock. They do not have access to picks or mining, nor to metals at all.

Due to their short lifespan of 15 years, its best to create a huge force of kobolds to outnumber your enemies. You can poison blowdarts in the kitchens or use a number of new pets to protect yourself.

Workshops & Furnaces
Quote
Wood Splitting Block:
Splits logs into several planks/blocks. Simple!

Leather Upholstery:
Makes leather furniture.

Leather Trimmer:
Tans and upgrades leathers and makes leather armor.

Chitin Scrapper:
Tans and upgrades chitins and makes chitin armor.

Shell Crafter:
Tans and upgrades shells and makes shell armor.

Scale Cleaner:
Tans and upgrades scales and makes scale armor.

Glass Blower:
Makes glasses, glass weapons and items.

Clay Shaper:
Makes clay items, which are fired in the kiln.

Cloth Cutter:
Unravel cloth into thread, make clothing sets.

Wood Carver:
Makes wooden items from planks/blocks.

Bone Chipper:
Makes bone items and weapons.

Wicker Weaver:
Makes wicker from plants, uses said wicker for furniture and blocks.

Trap Setter:
Makes mechanisms and trap parts; upgrades trap parts.

Breeding Warrens:
Use female workers to spawn new kobold babies. They are fully grown in only one year.



Crematory:
Burn items to clear stockpiles and create ash/coke.

Booze Burner:
Make fuel from alcohol.

Training Room:
Use training weapons to raise military skills.

Totempole:
Control the weather. Rain is especially good at putting out fires!





Succubiby Boltgun


Workshops & Furnaces
Quote
« Last Edit: May 04, 2016, 07:26:20 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::