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Author Topic: Pleistocene Mod: Alpha 0.1 released ! (expect bugs)  (Read 2253 times)

Naryar

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Pleistocene Mod: Alpha 0.1 released ! (expect bugs)
« on: December 08, 2014, 03:34:54 pm »

Hello, I am making a mod so we have more interesting creatures in savage biomes.

First Release : http://dffd.wimbli.com/file.php?id=10275

Extinct pleistocene megafauna only. This mod makes savage biomes (and only savage biomes) more fun, and have more interesting creatures.
« Last Edit: December 19, 2014, 07:32:08 pm by Naryar »
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Ladygolem

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Re: Pleistocene Mod: in development
« Reply #1 on: December 08, 2014, 08:29:37 pm »

Ooh, I've always wanted a mod like this. Extinct mammalian megafauna are so cool, honestly.

Suggestions: brontotheres, indricotheres, shrub ox, terrorbird, sabertooth salmon (yes, those are real), andrewsarchus, glyptodonts, chalicotheres, entelodonts, macrauchenia, and my personal favorite, the platybelodon. Ridiculous looking buggers.

A neat idea, to increase immersion, would be to try finding/figuring out natural sounding names for these creatures. It'd seem rather cumbersome to be referring to everything by Latin species names.

Anyhow, best of luck in this endeavor!

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Re: Pleistocene Mod: in development
« Reply #2 on: December 09, 2014, 02:24:09 pm »

PTW.

Are you limiting it to just the Pleistocene, or the whole Cenozoic? I think Rodhocetus would be a great addition, but he's from the Eocene, so I don't know if he qualifies.

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Naryar

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Re: Pleistocene Mod: in development
« Reply #3 on: December 09, 2014, 04:49:47 pm »

PTW.

Are you limiting it to just the Pleistocene, or the whole Cenozoic? I think Rodhocetus would be a great addition, but he's from the Eocene, so I don't know if he qualifies.

I wanted to limit it to just species that live in the Pleistocene, but I'll have to see. Mostly I want to have a more prehistoric feel to animals.

But no dinosaurs. As cool as they are  :P

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Re: Pleistocene Mod: in development
« Reply #4 on: December 09, 2014, 05:48:35 pm »

Yeah, I figured you would limit it at least to the Cenozoic; that's why I didn't suggest eurypterids :D. But whales were already in pretty much their modern form by the Pleistocene, so I had to go back a few epochs to find a cetacean with a "prehistoric feel."
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Kilumanjaro

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Re: Pleistocene Mod: in development
« Reply #5 on: December 09, 2014, 08:52:29 pm »

Loving the sound of this...  SAVAGE really needs that little boost.

May I recommend adding badger-like fits of rage to your rhinos?  Their legendary temperament and propensity to use them horns just begs inclusion for the fun of your dwarves.
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Wannabehero

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Re: Pleistocene Mod: in development
« Reply #6 on: December 10, 2014, 01:46:24 pm »

http://en.wikipedia.org/wiki/Pleistocene_megafauna

Stag-moose would be cool, and giant deer.  And sabre-tooth tigers, and giant beavers, and saber-tooth salmon (9 foot long fanged salmon, carp eat your heart out), and mother-freakin' Terror birds, and the grand-daddy to the unicorn, and giant vultures, and giant monitor lizards
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Naryar

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Re: Pleistocene Mod: in development
« Reply #7 on: December 10, 2014, 03:34:07 pm »

Spoiler (click to show/hide)

some new creatures have been done

also now most creatures are NOFEAR. Mostly the carnivores or large herbivores.

edit: oh wow that jabberer clone must be obvious now. Fixed so terror birds are now tropical.

edit 2: short-faced bear and aurochs are done as well.
« Last Edit: December 10, 2014, 04:05:20 pm by Naryar »
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Re: Pleistocene Mod: in development
« Reply #8 on: December 10, 2014, 04:50:14 pm »

On the "awwww" end of the spectrum, may I suggest the dwarf elephant?
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Naryar

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Re: Pleistocene Mod: in development
« Reply #9 on: December 10, 2014, 04:55:37 pm »

On the "awwww" end of the spectrum, may I suggest the dwarf elephant?

it's so tiny !

But i'm afraid it would not give more fun to players. Well, apart from the "aww" feeling, but two-legged rhino lizards already got that covered up. And they're savage.

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Re: Pleistocene Mod: in development
« Reply #10 on: December 10, 2014, 05:16:44 pm »

On the "awwww" end of the spectrum, may I suggest the dwarf elephant?

it's so tiny !

But i'm afraid it would not give more fun to players. Well, apart from the "aww" feeling

Herds of tiny, ivory-producing, squee-inducing aminols! Especially since insular dwarfism reduces time to adulthood, so they'd be much quicker to breed than elephants or mammoths. They'd also make great guard animals, since they're about the size of a pony and have those big sharp tusks.
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kopout

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Re: Pleistocene Mod: in development
« Reply #11 on: December 11, 2014, 02:25:39 pm »

I found some bugs in your ground sloth

Spoiler (click to show/hide)

Edit: reread the post, they are supposed to be forest dwellers
« Last Edit: December 11, 2014, 02:27:45 pm by kopout »
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Naryar

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Re: Pleistocene Mod: in development
« Reply #12 on: December 11, 2014, 03:43:21 pm »

Wow I really made that in a rush. I'll need to check it so there are no obvious typos.

Ladygolem

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Re: Pleistocene Mod: in development
« Reply #13 on: December 11, 2014, 07:42:34 pm »

You might want to take note that sloths and 'giant sloths' are already in the vanilla files. These giant sloths are simply scaled up regular sloths, not true Megatherium, however, so your creature still has a niche to fill. I'd suggest simply calling it 'ground sloth' in this case, as the 'giant' prefix implies it's a iant version of a regular, smaller 'ground sloth'.

StupidElves

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Re: Pleistocene Mod: in development
« Reply #14 on: December 15, 2014, 12:03:19 pm »

PTW, and hoping that all of these will be moved to a file on DFFD.
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