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Author Topic: Teldin's Mod 2 (released! Link in first post)  (Read 7653 times)

Zurai

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #30 on: December 02, 2007, 06:02:00 pm »

Uh, considering he had version 1 of his mod released before there was even a modding forum, and you only released yours a couple days ago, I think you're barking up the wrong tree.
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Armok

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #31 on: December 02, 2007, 06:34:00 pm »

Yes, but the hornets are a new addition. I think.
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Zurai

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #32 on: December 02, 2007, 07:07:00 pm »

quote:
Originally posted by Armok:
<STRONG>Yes, but the hornets are a new addition. I think.</STRONG>

quote:
Originally posted by Teldin:
<STRONG>Here's a full list of things it adds:

Creatures:
* (old) Dwarven goats, pigs, chickens, field mice, rabbits, weasels, aurochs, leprechauns, dire wolves, various giant spiders, giant toads, magma spiders
* (added) Tunnel worms (trainable, vermin-hunting cave worms), feral goblins (large wild groups of goblins that rush your fort periodically), coyotes, zebras, wild boars, rhinos, mind flayers (playable in adv), goatmen, platypi, blue fungus vermin, green fungus vermin, blind cave salamanders, white lizard vermin, giant snails, rock lobster, ocean lobster, cave shrimp, 5 types of bat, and azer dwarves (playable in adv, produce flame so play with temperature on for a lot of FPS-killing fun)</STRONG>


What hornets?

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Karlito

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #33 on: December 02, 2007, 07:31:00 pm »

quote:
Originally posted by Teldin:
<STRONG>
Purring maggots, as it turns out, are just the larval stage for something else. Turns out they also really don't appreciate dwarves squeezing their kids to death for their delicious juices.

  </STRONG>


its not in the OP

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Name Lips

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #34 on: December 02, 2007, 07:41:00 pm »

[Neo]Woah[/Neo]

This mod is awesome.

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Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #35 on: December 02, 2007, 11:27:00 pm »

quote:
Originally posted by Armok:
<STRONG>I have not downloaded to check, but it sounds you have been a bit... inspired... by my hornet mod, do I need to seek copyright before posting mods here?   :)

On the other hand maybe you came up whit this on your own, however I doubt it as this is the kind of situation were great minds do not think alike.</STRONG>


Honestly I didn't even remember your mod when I made it, it's not a hornet civilization or anything. It's just one big, crazy-ass monster that I added when someone mentioned they wanted more insects. Might be a good idea to check the mod itself before going on about asking for permission.  ;)

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Keilden

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #36 on: December 03, 2007, 03:28:00 am »

You are welcome to use my achaierai in your mod. And if you want me to create some more D&D creatures from my monsters book just tell me  :)

code:
 [CREATURE:ACHAIERAI]
   [NAME:achaierai:achaierais:achaierai]
   [TILE:'A'][COLOR:0:0:1]
   [MODVALUE:5]
   [LARGE_ROAMING]
       [BIOME_BIOME_ANY_LAND]
   [GENPOWER:4]
   [BUTCHERABLE_NONSTANDARD]
   [CAN_LEARN][CAN_SPEAK]
   [CANOPENDOORS]
   [POPULATION_NUMBER:5:8]
   [EVIL]
   [CLUSTER_NUMBER:5:8]
   [PREFSTRING:coloration]
[BODY:QUADRUPED:2EYES:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:3TOES:BEAK:TALON_FOOT]
   [SIZE:10]
   [MAXAGE:10:20]
   [ATTACK:MAIN:BYTOKEN:BEAK:bite:bites:2:4:GORE][ATTACKFLAG_CANLATCH]
       [ATTACK:MAIN:BYTOKEN:TALON_FOOT:claw:claws:2:4:GORE]
   [FEATURE_ATTACK_GROUP]
   [CHILD:1][CHILDNAME:achaierai:achaierais]
   [FAT:1]
   [ALL_ACTIVE]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:2500]

I am planning to make swarms, like ratswarm bugswarm etc.

[ December 03, 2007: Message edited by: Keilden ]

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Armok

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #37 on: December 03, 2007, 09:50:00 am »

Sorry.  :(
*looks guilty*
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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #38 on: December 03, 2007, 04:10:00 pm »

Bah, the God of Blood - PROVEN WRONG!?!?!?
What is the world coming to, gosh!
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Metal Chao

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #39 on: December 03, 2007, 04:16:00 pm »

He was just pretending to be wrong, so we could weed out the non-believers, and consign them to the execution pits.
BLOOD ETC ETC.
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Plac1d

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #40 on: December 03, 2007, 04:22:00 pm »

quote:
Originally posted by Keilden:
<STRONG>And if you want me to create some more D&D creatures from my monsters book just tell me   :)</STRONG>

Please do! Could post a list of the D&D creatures you had in mind for the other modders to have a grab at it?

This mod needs some:
algae vermin (in stagnant water), moss vermin, plankton vermin, [underwater bottom dwellers:] Clam man, Oyster man, Barnacle man, Seaweed monster (aka Swamp man), starfish, evil sponge, poisonous urchin, ect.

You can't grow anything in water (under depth 4), can ya? Seaweed would make a great fertilizer and vegetable.

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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #41 on: December 03, 2007, 04:51:00 pm »

quote:
Originally posted by Metal Chao:
<STRONG>He was just pretending to be wrong, so we could weed out the non-believers, and consign them to the execution pits.
BLOOD ETC ETC.</STRONG>

Hey now, I never doubted him...I uh...was pretending to think he wasn't pretending to be wrong to eliminate non-believers to show him I believed even more than most to help trick...non believers. Duh.

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Keilden

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #42 on: December 03, 2007, 05:05:00 pm »

You seem to like water creatures so hear are some of them:
Dragon Turtle.
Water Elemental.
Dire Shark.
Kraken.
Kuo-Toa.
Lochatah.
Merfolk.
Water Naga.
Sahuagin.
Sea Cat.
Tojanida.
Triton.
Aboleth.
Dire Toad.
Ocean Gaint.
Ixitxachitl.
Kopru.
Legendary Shark.
Leviathan.
Megalodon.
Morkoth.
Ocean Strider.
Ormyrr.
Sirine.
Teratomorph.
Titanic Toad.
Dragon Eel.
Drowned.
Sea Tiger.
Siege Crab.(yes its a giant crab with a weak stomach you can hit)
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Name Lips

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #43 on: December 04, 2007, 10:04:00 pm »

It doesn't work if you have a graphics mod installed.

edit: nevermind, it's not the graphics mods. It just doesn't work for me at all. Gives me a Runtime Error when I try to create a new world.

This is with a fresh installation of DF_27_169_33c with no mods installed and all saves deleted. I can create a new world before I install your mod, but not afterward. No error.txt file is created.


edit2: pinned it down to the new creature_standard.txt file. If I delete that file, it will generate a world. I assume I kind of need that file, though...

[ December 04, 2007: Message edited by: Name Lips ]

[ December 04, 2007: Message edited by: Name Lips ]

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Name Lips

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #44 on: December 04, 2007, 10:44:00 pm »

Further testing. It's definitely that file. I've tried deleting specific entries from creature_standard.txt to see if there was a particular entry that was giving me trouble, but that's not the case. If that file exists at all, I can't generate a new world. Even if the file is totally empty and contains no data whatsoever.

But as soon as I delete that empty file, DF will generate a new world with no problems.

it doesn't like the creature_standard.txt file in your "backup" directory either.

[ December 04, 2007: Message edited by: Name Lips ]

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