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Author Topic: Community Projects - We need YOU! (to do our modding for us.)  (Read 5449 times)

Samarkand

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #15 on: July 21, 2013, 01:01:19 pm »

I don't know if this is the sort of embark you're looking for, but I picture three researchers going off and dragging along four dwarves that do real work to look after them. Also don't know if the description is too long.
Code: [Select]
[PROFILE]
[TITLE:(DWARF) Field Work-An Archaeologist, a Researcher, and a Chemist with some workers and supplies to keep them going]
[SKILL:1:MILLING:5]
[SKILL:2:PRESSING:5]
[SKILL:3:LYE_MAKING:5]
[SKILL:4:MINING:5]
[SKILL:4:MASONRY:5]
[SKILL:5:WOODCUTTING:5]
[SKILL:5:CARPENTRY:5]
[SKILL:6:MINING:5]
[SKILL:6:MASONRY:5]
[SKILL:7:BREWING:3]
[SKILL:7:COOK:2]
[SKILL:7:PLANT:5]
[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:RUSTY_IRON]
[ITEM:40:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]
[ITEM:40:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[ITEM:40:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]
[ITEM:40:DRINK:NONE:PLANT_MAT:POD_SWEET:DRINK]
[ITEM:1:WEAPON:ITEM_WEAPON_AXE_WOOD:INORGANIC:RUSTY_IRON]
[ITEM:50:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
[ITEM:40:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
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vastaghen12

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  • [BIOME_SUPPORT: ANY_COMPUTER:1]
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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #16 on: July 21, 2013, 04:44:22 pm »

Made some engravings, more coming:

Spoiler: Engravings (click to show/hide)
« Last Edit: July 21, 2013, 05:46:39 pm by vastaghen12 »
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Putnam

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #17 on: July 21, 2013, 05:16:45 pm »

You'll probably want to add some more to those symbols than just the name--something like _VASTA at the end.

vastaghen12

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #18 on: July 21, 2013, 05:49:44 pm »

You'll probably want to add some more to those symbols than just the name--something like _VASTA at the end.
Yeah, good idea, thanks. Added two more engravings.
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silentdeth

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    • Let's Play Dwarf Fortress: Mastwork Mod Season 1
Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #19 on: August 16, 2013, 11:30:38 am »

I noticed kobolds didn't have a world gen file of their own, so I made them one. It has lots of very deep soil, lots of clay, lots of sand, and lots of caves, some of which are more fun than others. There is even some good and evil biomes around for those that want more or less of a challenge. However, I wasn't able to get automatons to survive world gen, as I don't know what parameters the need to live.

Too many characters to put it in a post, so you will have to download the text here.

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Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Tabris

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #20 on: August 16, 2013, 08:34:05 pm »

Meph, for the sprites do you have a list of creatures you need the most? I'm thinking about doing some but i don't know where to begin.
« Last Edit: August 19, 2013, 02:40:38 pm by Tabris »
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Apani

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #22 on: August 17, 2013, 06:27:56 am »

I noticed kobolds didn't have a world gen file of their own, so I made them one. It has lots of very deep soil, lots of clay, lots of sand, and lots of caves, some of which are more fun than others. There is even some good and evil biomes around for those that want more or less of a challenge. However, I wasn't able to get automatons to survive world gen, as I don't know what parameters the need to live.

Too many characters to put it in a post, so you will have to download the text here.
I liked the map, but I felt there were way too many Kobold civs. My worlds are usually medium regions, and they usually give me at best three kobolds civs, all victims of disastous against enemies like drows. That's the way I like to play as Kobolds, as the underdogs. I'm not expert on modding, so how do I mod your world not to be "railroaded" into having so many Kobs around?
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Some of my old Stonesense albums, check them out!

https://imgur.com/a/BjQZnOg

https://imgur.com/a/FmNzHhh

Vabalokis

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  • Urist McKneeGrow
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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #23 on: August 17, 2013, 06:41:27 am »

Meth

Not even once.

Lol , btw can someone explain me how to do engravings in detail cuz from OP i didnt understand anything
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silentdeth

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #24 on: August 17, 2013, 09:39:32 am »

I noticed kobolds didn't have a world gen file of their own, so I made them one. It has lots of very deep soil, lots of clay, lots of sand, and lots of caves, some of which are more fun than others. There is even some good and evil biomes around for those that want more or less of a challenge. However, I wasn't able to get automatons to survive world gen, as I don't know what parameters the need to live.

Too many characters to put it in a post, so you will have to download the text here.
I liked the map, but I felt there were way too many Kobold civs. My worlds are usually medium regions, and they usually give me at best three kobolds civs, all victims of disastous against enemies like drows. That's the way I like to play as Kobolds, as the underdogs. I'm not expert on modding, so how do I mod your world not to be "railroaded" into having so many Kobs around?

Try this. Fewer kobolds, got automatons to survive world gen, oh and there tends to be at least 1 necromancer tower somewhere on the map.
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Let's Play Dwarf Fortress: Masterwork Mod Season 1 | Season 2
Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Apani

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #25 on: August 17, 2013, 09:55:21 am »

If you don't know, I had found two drow fortresses, one of which was abandoned and on a terrifying biome. By now I already started a game, I'll see this new one later.
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Some of my old Stonesense albums, check them out!

https://imgur.com/a/BjQZnOg

https://imgur.com/a/FmNzHhh

silentdeth

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #26 on: August 17, 2013, 10:25:20 am »

Sure, let me know if you find any more issues with the version you are using.
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Let's Play Kobold Fortress: Masterwork Mod Season 1 | Season 2

Parhelion

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #27 on: August 17, 2013, 03:14:04 pm »

Dwarven Embark Profile:  The Lost Explorers

DIFFICULTY:  HARD   (No picks, no anvil, no raw mats.)

Included in profile are two swords-dwarves, a scribe/ambassador, a scribe/archeologist, a bard/cook, a medic, and a hunter.


You were sent forth from the Mountainhomes on a five-year journey to go where no dwarf has gone before. 

During your perilous trek into the unknown, your caravan was raided by klingons orcs, and you have barely escaped with your lives.  There remains only seven of you:  your upbeat, always-humming cook; two inexperienced recruits; the tracker (to whom you all owe for your escape); a single surviving medic; your historian; and your amazingly useless translator, who got you into this mess in the first place.

Your leader, navigator, and the majority of your expedition lost, you must now carve out a place for yourselves in the wilderness, for you surely would not survive the walk home.

Spoiler (click to show/hide)
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Tabris

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Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #28 on: August 19, 2013, 02:40:59 pm »

And only now i notice i typed his name wrong all the way up there. LOL.
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Meph

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    • worldbicyclist
Re: Community Projects - We need YOU! (to do our modding for us.)
« Reply #29 on: August 20, 2013, 04:12:08 am »

Its not the first time I have been called Meth. ;)
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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 :::
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