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Author Topic: The Composite mod  (Read 6348 times)

Enemy post

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The Composite mod
« on: June 18, 2014, 01:13:16 pm »

I made this mod by mashing together 14 other mods.
This is me playing a earlier version

The world was a island, inhabited by kobolds, fire imps,glassmen, and various tribes of animal men.There was also a isolated island of beer barrel men. My outsider dalek adventurer started his career wielding a quickly abandoned atgeir and copper training dagger in a village of kobolds, and was immediately attacked by one. I exterminated it, then exited the village, in search of creatures that could tell me about things worth fighting.

On the way, I found many ruined towns, and killed various animals and some eldjotunn (norse fire giants) bandits. Finally, I found a (barely) surviving town and learned about my surrounding area from an albatross man merchant. I decided to go after a nearby camp, which turned out to be inhabited by a tribe of eldjotunns, After a long battle, the chief dodging and blocking my shots for a while before being dropped by a headshot from the side, they were all killed, but an axe wielding eldjotunn severed my plunger. I couldn't even find it after the battle.

 I moved on, eventually battling a tribe of glassmen bandits. The sand exploding out of them from my gunstick shots was fairly impressive to watch. Intrigued by the exploding sand people, I visited the local fortress, finding it inhabited by a mix of glassmen and sand tortoise men. I broke into a tomb, confident I could I take the undead. Unfortunately for me, although I severed all its limbs, I could not kill the mummy, a dwarf general who had been killed in year 3 by an elephant. When I retreated from the tomb, it seemed to disappear when it went into the light, so I went back and finished off the remaining skeletons.

 Heading to the next bandit camp, I was attacked by more glass bandits, followed by more satisfying  sand explosions, starting with their leaders head. A swarm of dingoes and acheroraptors appeared, which slaughtered the bandits and gave me trouble finishing them all off. I then met a group of fire imps, having circled the island almost completely, and attempted to kill off some more fire giants, but then reconsidered and retired, as my missing plunger was getting annoying.
Mod list
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Errors
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Changelog
1.1 Added more of the Cthulhu mod, and the Fallout mod.
1.2 Added Elder scrolls mod.
http://dffd.wimbli.com/file.php?id=8673
« Last Edit: November 22, 2022, 01:25:04 pm by Enemy post »
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WillowLuman

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Re: The Composite mod
« Reply #1 on: June 18, 2014, 02:00:25 pm »

PTW
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Eotyrannus

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Re: The Composite mod
« Reply #2 on: June 21, 2014, 03:23:41 am »

PTW
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King Kravoka

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Re: The Composite mod
« Reply #3 on: July 03, 2014, 03:57:42 pm »

It's prone to crashing on worldgen.  :-[

EDIT- And it crashes whenever I try to start a dwarf mode game, I've tried dorfs, superheroes and fire imps.
« Last Edit: July 04, 2014, 02:57:21 am by King Kravoka »
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Enemy post

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Re: The Composite mod
« Reply #4 on: July 04, 2014, 04:16:47 pm »

Sorry about that. I think it has something do with certain regions. Try embarking in a different region, that might fix it. Also, shorter world gens tend not to crash as much.
« Last Edit: July 04, 2014, 04:22:02 pm by Enemy post »
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King Kravoka

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Re: The Composite mod
« Reply #5 on: July 09, 2014, 01:05:03 pm »

Hey, for the new version takefortbent and any MLP mods and combine them.
More adventure mode crafting mods would be great too.
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IndigoFenix

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Re: The Composite mod
« Reply #6 on: July 09, 2014, 01:29:24 pm »

Sorry about that. I think it has something do with certain regions. Try embarking in a different region, that might fix it. Also, shorter world gens tend not to crash as much.

I figured out the region crashing bug.  Apparently it's caused by plants that have biomes and FREQUENCY:0.  plant_mw_powerup has a whole bunch of those.  Change them to FREQUENCY:1.

Enemy post

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Re: The Composite mod
« Reply #7 on: July 09, 2014, 01:38:16 pm »

Thanks. What would I need to change for compatibility?
« Last Edit: July 09, 2014, 01:45:25 pm by Enemy post »
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IndigoFenix

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Re: The Composite mod
« Reply #8 on: July 09, 2014, 02:15:47 pm »

Thanks. What would I need to change for compatibility?

For 4.1?  Lots of things.  I've released a functional ROTMK for the updated DF, so you can use that.

King Kravoka

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Re: The Composite mod
« Reply #9 on: July 10, 2014, 10:01:16 pm »

Are you going to make a 40.02 version yet?
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Enemy post

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Re: The Composite mod
« Reply #10 on: July 11, 2014, 09:51:04 pm »

Maybe eventually, but not right now at least.
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King Kravoka

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Re: The Composite mod
« Reply #11 on: July 13, 2014, 08:33:49 pm »

Maybe eventually, but not right now at least.
Is it okay if I start work on a DF 2014 version?
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Enemy post

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Re: The Composite mod
« Reply #12 on: July 14, 2014, 08:50:21 am »

I'd rather you didn't, thanks.
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Enemy post

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Re: The Composite mod
« Reply #13 on: July 14, 2014, 12:07:45 pm »

Is it okay if I start work on a DF 2014 version?
Actually, I guess you can. I may start my own version eventually, but given that this entire mod is stuff taken with permission from other authors, it seems unfair not to let you use it.
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King Kravoka

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Re: The Composite mod
« Reply #14 on: July 26, 2014, 03:31:51 pm »

Started work on it, made myself a DFFD account, will upload soon.After my secret project is complete
 
It currently uses only the mushroom kingdom mod, FIM, and fortbent.
« Last Edit: July 26, 2014, 03:42:22 pm by King Kravoka »
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