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Author Topic: Zelda Community Mod (Beta in the Wild?)  (Read 22132 times)

SirQuinnalot

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #45 on: August 03, 2018, 04:47:33 pm »

Oh boy. Twili need to be nerfted. After testing this again and again. Sending 30+ Troops clad in full metal and using my highest tier weapons. Somehow only manage to take out 2 twili while I loose more then half of my army.
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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #46 on: August 03, 2018, 06:35:30 pm »

Twili are meant to be tough.  Only their heads are vulnerable, so your troops have to headshot them to kill them.  Therefore, it really helps for your troops to be quite well-trained (I tend to use a professional army who devote almost all their time to training).

Full metal armor is not as useful in this version of DF, since any square hit tends to cause joint damage even if it doesn't penetrate the armor.

How good were your weapons?  It is actually quite important to obtain sacred weaponry as soon as possible (which typically means digging down to the magma sea in search of holy stone, or hunting monsters in search of magic vials).  Twili are more vulnerable to sacred weapons.  I try to at least equip the leaders of each squad with a special weapon.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #47 on: May 23, 2019, 09:02:40 am »

Pushed an update to the Git Repo

Partial list of changes:

More BotW items
-Forest dweller's spear, sword, bows, and shields for Deku factions
-Traveler, soldier, knight, and royal spears/halberds, broadswords, and claymores
-Traveler, soldier, knight, and royal maces, morning stars, pikes
-Pitchforks for civilians (may not actually spawn :/)
-Drillshaft spear for gorons
-Gerudo spears and shields
-Sheikah clothing

Hyrule warriors items
-Naginata for sheikah (as eightfold guardian blades)
-Large goron blades for sheikah (as eightfold giant's blades)
-One-handed crossbows
-Gloomy rapiers
-Usurper's scimitars
-Shackle
-Twili spears, interloper's pikes, and large tridents
-Goron armor

More misc items:
-Roman bow for Ikana
-Aztec equipment for Ikana
-Mail coif (surprisingly effective in DF!)
-Convert more Moblin weapons to crude variants, and add spiked (Moblin) bow and crude bow
-Switch Templar Hylian spears to tridents, and add new trident
-Add twilight princess zora halberds for zora
-Add staff swords for Twili
-Decorative clothing (bangles, ambands, head-chains, long gloves, etc)
-Added Ceremonial Sword for use in constructing the Hylian Temple

Also added handling for all new weapons in the Casting Forge and Adventure Mode crafting

Added a Jeweler's Forge
-Add gemstone improvements to armor/weapons/etc.
--Sadly very random!
-Make metal jewelery

Twili changes
-Added cursed twili body plan for tower/demon twili faction (SirQuinnalot may be happy, as they are slightly weaker)
-Added glowing tatoos to twili appearances
-Common twili now have more normal body plans
-Twili nobles now have color modifiers for their mutated hair/limbs

Undead faction changes
-Added a Death Sword caste

Appropriate haulers
-Ikana: stalhorses and hounds
-Moblins: bulbos and savage humanoid soldiers
-Gorons: mountain creatures (including Taluses!)
-Yeti: Mountain and ice creatures
-Twili: twilight creatures (based on twilight kargaroks)

Civ-specific materials
-Silversteel for Zora (BotW)
-Holy gold and silver for Zuna (Ancient Egypt)

Expands book names
-Ported in Dahrk's book names expansion
-Ported in Nightcore Angel's book name expansion

Expands languages
-Expand dictionary to include many of the top-200-most-used-words in English (taken from the GCExpanded Dictionary mod). Note: Over-expanding the dictionary is said to cause noticeable speed reductions.  This doesn't do that, the number of added words is fairly small compared to the original size of the dictionary.  Instead, this just adds a number of missing words that are commonly used
-Used DFLang to generate languages for the zelda civs
-Moblins and some other enemy civs just use "Orcish" from the DFLang project.
« Last Edit: May 23, 2019, 12:07:23 pm by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

SirQuinnalot

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #48 on: June 02, 2019, 12:55:44 am »

With the new update and me getting into BOTW.
Imma come back to this mod again, had a lot of fun with it the first time around. I hope to make some great civs, along with great adventurers.

EDIT:
After starting up the game/mod
Encountered a reoccurring issue.
In adventure mode as a Zora, walking into a keep crashes the game. The issue also occurs when I fast travel in front of a keep, trying to exit the fast travel crashes the game.
« Last Edit: June 02, 2019, 02:43:14 am by SirQuinnalot »
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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #49 on: June 04, 2019, 09:18:00 am »

What civ was the keep from?

But, it sounds like another sighting of the city bug, unfortunately.  Some cities just have something wrong with them, and crash when interacted with in adventure mode.  It's been a while since I had that problem, so I had hoped that Toady fixed whatever the underlying bug is.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

SirQuinnalot

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #50 on: June 04, 2019, 03:38:43 pm »

After more testing, it doesn't seem to matter the civ.
Both Zora and Sheikah keeps did it.
I think another civ's keep did it as well.

To ensure I don't loose anything I just avoid towns, as with another test. Exiting fast travel next to the keep causes a crash, but if next to a tavern or temple that isn't right next to it. The game is fine.

EDIT:
Also gotta say armor smiths are maybe OP
as I had like 7 corpses clear out 2 vaults and lost only 2 of the corpses.
The slab in the first one also wasn't there, which I think might just be the vault bug.

« Last Edit: June 04, 2019, 03:40:37 pm by SirQuinnalot »
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toradrow777

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #51 on: March 09, 2020, 02:25:17 am »

Which version of DF is this for, and how do I install the mod?
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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #52 on: March 20, 2020, 04:52:08 pm »

The last version I tested it on was 0.47.03 (so it will probably work on the current version).  I didn't announced it or anything because DF 47 in general broke a lot of mods involving dark tower civs and I had to make some of the 'enemy' civs non-playable in order to get it to not crash in world gen.

The mod is on GitHub now: https://github.com/Chris-plus-alphanumericgibberish/Dwarf-Fortress---Zelda-Community-Mod/tree/df_47 for the .47 version. You can download a zipped folder from there with the mod in it.  You should be able to install it by just copy-pasting the included folders into a dwarf fortress folder, though for safety's sake you should rename or delete the raw folder first.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

malistaticy

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #53 on: April 23, 2020, 12:51:46 am »

(47.04) the default medium world included seems to always crash during gen before year 100, and i havent tried it but i assume large does as well
was generating a small world and got to 900 before crashing, however

EDIT: tfw no tall twili gf
« Last Edit: April 23, 2020, 07:53:46 am by malistaticy »
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"Honestly, I have no idea how that got there"

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #54 on: May 15, 2020, 10:47:58 am »

I think that's right re: longer term world gen crashes.  I think I poked that a bit but wasn't able to figure out what the problem is.  I might try again over the summer.  I was hoping Toady would fix the bugs he introduced into world gen, but it looks like that's not happening any time soon :[

Re: twili gf. ...Oh. Right, they can "like" shapes. I added the stuff from the "It's the Small Things" mod, which also includes artistic nudes. So that's, ah, not the worst thing they might suddenly proclaim an interest in.

...I think that qualifies as a "bug" >_<
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Ghostmachintosh

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #55 on: January 23, 2021, 06:41:54 pm »

will this mod be available for 0.47?
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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #56 on: January 25, 2021, 01:01:06 pm »

<pokes the mod a bit>

Yes!

I removed the Tower twili (which crash now) and then switched the default branch to .47.

World gen seems at least reasonably stable, I've tested it out to 300 years twice. I may swing back around and try to get the cursed twili working at some point (the problem may be that they lack proper heads).

(Here's a direct link to the .zip with the mod https://github.com/Chris-plus-alphanumericgibberish/Dwarf-Fortress---Zelda-Community-Mod/archive/df_47.zip )
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Putnam

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #57 on: January 28, 2021, 07:54:57 pm »

<pokes the mod a bit>

Yes!

I removed the Tower twili (which crash now) and then switched the default branch to .47.

World gen seems at least reasonably stable, I've tested it out to 300 years twice. I may swing back around and try to get the cursed twili working at some point (the problem may be that they lack proper heads).

(Here's a direct link to the .zip with the mod https://github.com/Chris-plus-alphanumericgibberish/Dwarf-Fortress---Zelda-Community-Mod/archive/df_47.zip )

You can add them back now, 0.47.05 fixed that particular crash... 3 days later.

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #58 on: January 30, 2021, 08:12:43 pm »

The Tower Twili still crash in .05 :(

Pretty sure it's the creature rather than the entity, though I haven't done enough trials to be certain it isn't just the RNG messing with me, but it squares with what I was finding a year ago.

It's probably that they don't have proper heads.  They're otherwise very similar to regular Twili, which seem to work fine with that entity.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Putnam

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Re: Zelda Community Mod (Beta in the Wild?)
« Reply #59 on: February 02, 2021, 05:55:25 am »

Custom [UNIQUE_DEMON]s do indeed crash.
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