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Author Topic: Random Mods you've done (possible spoilers)  (Read 11248 times)

carriontrooper

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Re: Random Mods you've done (possible spoilers)
« Reply #75 on: December 02, 2009, 06:38:56 am »

Heh. Okay, okay, I'll post the language files when they're halfway ready and working properly. They only have about 200 words each at the moment and I'm going through at the moment trying to fix the diacretic marks and such. And add entirely too many languages. And figure out what part of the language_SYM file I missed that is causing it to name geographical features things like "The Green" and "Of Mists"... But I will have files for Estonian, Finnish, French, German, Hungarian, Icelandic, Indonesian, Italian, Lithuanian, Polish, Portuguese, Romanian, Slovenian, Spanish, Swedish, and Turkish. Can you tell I'm a linguistics dork much? :P

I SECOND THIS NOTION! Where is it? I must download it.
And as I'm from Indonesia I would like it very much if I can have a language file of my own...
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shadowsofwhite

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Re: Random Mods you've done (possible spoilers)
« Reply #76 on: December 02, 2009, 09:02:09 am »

I very much agree on the language packs! I, myself, was very soon going to dedicate time to a language pack to Norwegian/Norsk(bøkmal).

I modded in my own civilization of semi-technologically impaired drakelings (lizardfolk, of a sort). They are as fast as elves, and have damblock:2, attributed to their scales. While this would ordinarily make them overpowered, they do not know how to make armour of any sort, and barely even have clothing. They are nasty fighters, and fearsome invaders, due to that they are rather similar to goblins in their behaviour. I tried to isolate them to using stone weapons, but it seems impossible for that to happen. Unfortunate, really.

After creating my drakelings, I ran into a problem during worldgen, where goblins would simply be wiped out. I investigated why this was and found that almost every occasion that lead to the demise of the goblins was entirely by the hands of rampaging drakelings. Makes adventure mode less fun so much of the time. Maybe I should reduce their population, considering they seem to have almost no probability of getting exterminated, themselves.

I also altered flint and chert so that they can be used for weaponry, for the same reasons obsidian can be used for weaponry.

I later modded drakelings to be my primary fortress race. That is when things became a little more interesting.
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darkflagrance

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Re: Random Mods you've done (possible spoilers)
« Reply #77 on: December 02, 2009, 09:11:55 am »

How big are drakelings? How long do they live for?

In search of greater challenge I've combined the toughest parts of Relentless Assault and the Orc mod with my own custom brand of size 9 winged warriors that are capable of (albeit buggy) flight. Because humans and elves are now hostile by default, I modded in another civ that lives for 12 years maximum, and play as that civ alongside allied dwarves, facing off against every other race in the world.

I've also modded in generated languages for most of the races in the world.

Finally, my megabeasts range from size 140 to 170, with damblock to match. My hydras and dragons breathe fire, and my titans throw fire balls. I believe all of them are immune to pain, exertion, bleeding, and other minor annoyances. They are still easily killed by my champions - it's kind of a shame. Maybe I'll mod them to occur in clusters the next time around...
« Last Edit: December 02, 2009, 09:14:21 am by darkflagrance »
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Sphalerite

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Re: Random Mods you've done (possible spoilers)
« Reply #78 on: December 02, 2009, 09:51:34 am »

I tried out a mod that was supposed to make dwarves explode on death and set nearby creatures and objects on fire.  It didn't work out as expected - instead of burning, dead dwarves would release some kind of super-cold boiling gas that caused adjacent creatures to freeze to death.  Still an amusing mod.  Lost that fortress after a baby caught an arrow, died, killing the mother and half my military.  Then a sparring accident stated a chain reaction that killed most of the remaining competent champions.  Fun times.

More recently, I created Tentacle Demon Fortress.  With gremlin slaves purchasable as equipment on embark.  Amusing but somewhat disturbing.  Odd thing is that none of the tentacle demons like each other - despite having plenty of free time to hang out in the communal meeting hall, none of them have made any friends or gained any ranks in social skills.
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Doomshifter

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Re: Random Mods you've done (possible spoilers)
« Reply #79 on: December 02, 2009, 10:07:03 am »

I made a pokemon mod. First 151 pokemon from the red and blue games.

I found a zombie Charizard and knew that I had done well.
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Re: Random Mods you've done (possible spoilers)
« Reply #80 on: December 02, 2009, 10:26:36 am »

Demon-worshipping half-dragons, desert scavengers, a load of Australian plants and bush tucker, skaven, warpstone, gromgril, Fellblades, rifles, garbage and debris as stone layers that can be sorted through for gadgets, magical weapons.
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shadowsofwhite

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Re: Random Mods you've done (possible spoilers)
« Reply #81 on: December 02, 2009, 10:31:38 am »

How big are drakelings? How long do they live for?

Drakelings are size 7 and have a MAXAGE:180:240. (Yes, this means you could steal human armour, if you are lame. They also had a homeotherm of 10040 and a layering of 10, which means they were coldblooded reptiles, and would swiftly freeze to death if the weather got chilly. This made adventuring in the winter VERY risky.

I forgot to mention that I gave them the ability to use steel, because when I had them using only primitive metals, they had a 1/5 chance to have one or more items made out of adamantine! That was just too good, for my tastes. Heh heh.
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Greiger

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Re: Random Mods you've done (possible spoilers)
« Reply #82 on: December 02, 2009, 11:11:29 am »

Oh yea, I know all about adventuring in the winter like that.  Not even just winter really, just being ambushed in a temperate biome at night is a death sentence.

I have dragonmen also. seems to be a common thing.  Though mine are differently balanced.  Mine are slower than usual [SPEED:1100] Breed slower (start worldgen with half population and don't reach maturity until age 25), only eat meat, are a bit more prone to anger(rarely get anything but berserks with insanity), can't deal with cold temperatures, and excluding crossbows and maces only use 2 handed weapons. (most of which are modded in) Which limits shield use.

As a positive, their natural attacks are 2 points stronger than others, and freely use both a clawing and bite attack, they are size 7, and are effectively immune to heat from anything but clowns. 

I decided to skip on the damageblock.  I figured scales on a human sized creature wouldn't be thick enough to protect from much.  And the heat immunity isn't as effective as one would think.  Clothing still cheerfully catches fire, so instead of a flaming dwarf that will die soon, you have a flaming dude happily going about his business lighting every stockpile he comes across on fire until every shred of clothing finally burns away almost a year later.  My fortress residents don't burn to death when there is a fire outbreak, they starve.
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PTTG??

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Re: Random Mods you've done (possible spoilers)
« Reply #83 on: December 02, 2009, 04:10:20 pm »

I've made a plant mod that I've gradually fine-tuned into something pretty nice. Mainly it adds a whole array of new surface plants, and rebalances the originals. I'm still not sure if those Ash Caps work properly, come to think of it.

It does change Dwarven Wine to Plump Wine and so forth, just for clarity.

In fact, I think I have a couple dozen new plants altogether... I have to re-upload it sometime.

I really want to see those language mods- that sounds awesome to see elven kingdoms with French names and Swedish dwarves and Polish humans. Don't know who'd I'd select for Goblins. Maybe my English language one. That's kinda bizzare. You get Thunderink (the Thundering of Inks) for group names.
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NRN_R_Sumo1

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Re: Random Mods you've done (possible spoilers)
« Reply #84 on: December 02, 2009, 04:19:29 pm »

my cats can be trained as war animals and shoot fireballs. but arent fire immune
its "fun"
And Fun! If you can get enough chains you can set up a fire battary at at your front gate, but remember that fire lights grass and trees so you must choose a good firesafe location, or build a stone wall for the loose balls to hit.
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hughesdylan

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Re: Random Mods you've done (possible spoilers)
« Reply #85 on: December 02, 2009, 04:34:34 pm »

Oh, i cant help but reply here. Ill copy paste a bit:
My very heavily modded dwarf fortress is ... hard. My high-damblock, arrive in packs of 20, slow as frack but deal hundreds of damage Orcs kill dwarfs. A lot of dwarfs. I have lungfish like carp that babysnatch and deal 50-50 damage with their bites. Oh, and then there are the raptors. The on fire raptors. They shoot talons. Burning lava talons. (ok a bit of this is fluff. but only a bit.)
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KillerClowns

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Re: Random Mods you've done (possible spoilers)
« Reply #86 on: December 02, 2009, 05:06:44 pm »

I ascended Tigermen, Merfolk, and Gnomes to civ status, though the files are now on a long since lost USB drive.
Merfolk were just me twiddling with the system to see what I could accomplish.  Making them actually live in the oceans proved impossible, and they were a pain in Fortress Mode (they'd pathfind through water, then stop when they went through due to "Dangerous Terrain," forcing me to mark all water as Restricted), but it was more about experimentation than anything.
Tigermen were supposed to hold the place Dig Deeper Orcs do now (I'd not yet discovered Dig Deeper), but due to me giving them Proud Warrior Race type ethics, instead of Raving Bloody Barbarian ones, they weren't nearly as wantonly aggressive as I'd hoped.
Hill Gnomes were supposed to be a "Challenge Mode" race, basically nerfed dwarves.  Had to make special equipment for them, to deal with their sub-Dwarvern size, and they got no damblock or ability to start with advanced metal or underground plants, but I let them access Good plants/animals/wood (gotta love Sunberries and Feather Trees) to help them out.  Mostly, it worked, but in one of my test games, they slaughtered the tentacle demon ruling the nearby Goblin fortress early on.  The Gobbos converted, or may have been converted by force (the historical record is unclear) to worshiping a Gnomish god of hospitality (one of their favored spheres).  Actually, I think I'll re-mod them in again...
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Zambaku

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Re: Random Mods you've done (possible spoilers)
« Reply #87 on: December 28, 2009, 04:42:57 pm »

Well...Not stupid, but silly...I added Gummi Bears as a civ. They are pretty much lovable little things that would never harm a soul...Unless they go to war...Then they turn to bloodthirsty anklebiters...Funny as Hell to smash the skull of a raging hoard of Gummi Bears XD
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slink

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Re: Random Mods you've done (possible spoilers)
« Reply #88 on: December 28, 2009, 05:03:08 pm »

I added gastropods, ie, slugs and snails.  The slugs are hatable but the snails are not.  I hoped that some Dwarves would eat escargot but so far no one has caught any snails.  I probably need to make them fishable, because I have seen them moving around.  I gave the snails shells, and also added shells to oysters and mussels.
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Jake

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Re: Random Mods you've done (possible spoilers)
« Reply #89 on: December 28, 2009, 11:41:19 pm »

I made a less-than-successful attempt to mod in the Piecemaker of Discworld fame; it was basically a really heavy crossbow firing ammunition that did 800 GORE damage. I did however gain important insights into the workings of ITEM_AMMO, and created bolts that can do SLASH and BLUDGEON damage.

I also added a myriad of humorous but very effective new trap components:
* Outsized Comedy Hammers (wood only, 180 BLUDGEON)
* Spring-loaded Whips (ten hits at 20 GORE)
* Spiked, Falling Ceilings (500 PIERCE)
* Giant Feet (500 BLUDGEON, system name 'MONTYPYTHON')
* Inconveniently-placed Rakes (50 BLUDGEON, just there because I was taking the piss)

Oh, and in the process of tweaking weapons a bit I switched things around so that elves carry maces instead of swords, and added guards to their caravans.
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