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Author Topic: The Goblins Mod  (Read 8504 times)

Squeegy

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The Goblins Mod
« on: January 31, 2008, 12:23:00 am »

Version 1
Goblins fully playable, fixed bugs from earlier versions in the 'Playable goblins' thread. Messy codemaking. Dwarves siege, elves babysnatch, kobolds are still a nuisance. There's a brewable plant for gobbos.
Download Version 1

Version 2
Sloppy code fixed, turns out no plants, sorry.
Download Version 2

Version 3
Pets:
Dwarven slave (trainable/meat, multiple litters not rare)
Troll (trainable)
Beak dog (mount)
And some fixed goblin stuff.
Download Version 3

Version 4:
Made it possible to get all the pets. Horses are there I think, but I can't get rid of them.
Dwarven slave (1)
Troll (31)
Beak dog (100)
Download Version 4

Version 5
Bloodsack, the brewable plant for goblins. Like a plump helmet, except disgusting.
Goblin cats. These are larger than the normal cat. I debated making them trainable, but decided not to.
And some other stuff.
Download Version 5

Version 6

Now with 40d compatibility!
Adds:
*Playable goblins
*All major races tamable
*Dwarven sieges

Download Version 6

Version 7

40d compatible.

Features:
  • Tamable beak dogs and trolls.
  • Goblin cats.
  • Blood sacks, brewable plant added. Gobbos still carnivores, only good for brewing.
  • Planter goblins work now
  • Dwarf figurines and voodoo dolls added.
  • Sandwiches added.

Download Version 7

Version 8

40d1-13(?) compatible.

Features:
  • Fixed blood sacks.
  • More complex goblin bodies.
  • Cat-o'-nine-tails added as a whip weapon.
  • Shishkabobs and pies added. Shishkabobs are like stews and pies are like roasts.
  • [MULTIPLE_LITTER_RARE] removed. Litter sizes are 1 to 5.
  • Elves are now available from embark, presumably.

Download Version 8


« Last Edit: July 13, 2009, 07:38:49 am by Squeegy »
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Kagus

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Re: The Goblins Mod
« Reply #1 on: January 31, 2008, 12:27:00 am »

Elves.....   HUH??


Anyways, nice to see the recent interest in the greenskinned ones has sparked a resurgence.  I may actually have to try this one out.

Squeegy

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Re: The Goblins Mod
« Reply #2 on: January 31, 2008, 12:33:00 am »

Currently fixing bugs, like the title screen names and the fact that there are no domestic pets available.
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Torak

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Re: The Goblins Mod
« Reply #3 on: January 31, 2008, 12:52:00 am »

Do goblins get nobles?
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Kagus

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Re: The Goblins Mod
« Reply #4 on: January 31, 2008, 12:56:00 am »

When I was playing, I didn't last long enough to get any immigrant nobles, but I'm pretty sure they do.  They're just purple goblins.

They're probably really nasty about beatings, too...  The rare multiple litter tag should be taken out of the goblin profile, just to keep up with the population control.


EDIT:  I don't know how much goblins really need new plants.  Sliver barbs and rat weed seem to be perfectly suited.  If you want some higher quality liquor, pick up some whip vines or bloated tubers.

[ January 31, 2008: Message edited by: Kagus ]

Hague

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Re: The Goblins Mod
« Reply #5 on: January 31, 2008, 04:16:00 pm »

Yeah, goblins should be relatively weak but make up for it in numbers. By removing the [MULTIPLE_LITTER_RARE] token you'd make them have multiple litters. You can also set the litter_size token to determine how many will spawn.

I just wish starting couples were "married"

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Earthquake Damage

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Re: The Goblins Mod
« Reply #6 on: January 31, 2008, 04:44:00 pm »

Beware LITTERSIZE, for madness lies down that road ([LITTERSIZE:10:20]).
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Squeegy

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Re: The Goblins Mod
« Reply #7 on: January 31, 2008, 06:54:00 pm »

quote:
Originally posted by Hague:
<STRONG>Yeah, goblins should be relatively weak but make up for it in numbers. By removing the [MULTIPLE_LITTER_RARE] token you'd make them have multiple litters. You can also set the litter_size token to determine how many will spawn.

I just wish starting couples were "married"</STRONG>


What about those slow computers? Having 2,000 goblins would not make up for surviving a dwarven siege.

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Squeegy

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Re: The Goblins Mod
« Reply #8 on: January 31, 2008, 09:51:00 pm »

Anyways, updated. Download the new version.
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Hague

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Re: The Goblins Mod
« Reply #9 on: February 01, 2008, 12:38:00 am »

I'd say that since there's an init population cap default of 200 that wouldn't be a problem, now would it?

EDIT: Also, it would make up for the fact that you might randomly lose a goblin to BONECARN and also it would make other goblins into a food source, if you could make them butcherable and edible on their own.

[ February 01, 2008: Message edited by: Hague ]

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Metal Chao

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Re: The Goblins Mod
« Reply #10 on: February 01, 2008, 05:08:00 am »

Ah right.
Hmm...

Mind if I still make some more goblin related items and stuff for this?
I can see you've fixed up my code quite well 0:

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Squeegy

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Re: The Goblins Mod
« Reply #11 on: February 01, 2008, 10:58:00 am »

Not at all, I'll add them into the mod.
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MindSnap

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Re: The Goblins Mod
« Reply #12 on: February 01, 2008, 12:41:00 pm »

By way of plants, I made "bloodsacks" whose only use was to be brewed into bloodwine to keep goblins quenched. I made them hardy and fastgrowing as well as having a clustersize of 5. I used them in a wasteland map that had a magma vent.

[MATGLOSS_PLANT:SACK_BLOOD]
   [TILE:232][COLOR:4:0:0]
   [NAME:bloodsack][NAME_PLURAL:bloodsacks]
   [GROWDUR:250][VALUE:1]
   [DRINK:bloodwine:4:0:0]
   [DRINKVALUE:1]
   [SEED:0:0:1]
   [GENPOWER:1]
   [SPRING][SUMMER][AUTUMN][WINTER]
   [FREQUENCY:100]
   [CLUSTERSIZE:5]
   [PREFSTRING:squishy contents]
   [WET][DRY][BIOME_SUBTERRANEAN_WATER]

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Squeegy

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Re: The Goblins Mod
« Reply #13 on: February 01, 2008, 07:39:00 pm »

Yeah, I believe I tried to add it. Let's see if it works.
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Squeegy

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Re: The Goblins Mod
« Reply #14 on: February 01, 2008, 08:12:00 pm »

Bahaha.

New version soon.

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