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Author Topic: Cat Splosion V1.1 - Haha, everybody hates you now! Also, you start with copper.  (Read 24666 times)

Qwernt

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #90 on: November 19, 2009, 07:28:34 pm »

Interesting Idea.  I will download and try.

Without looking 2 suggestions:
    #1 Do you have Mice/Gerbils/Rats on the list of animals to breed?  Seems like cats with Cows and horses is kind of odd. 
    #2

IE, make front and back feet different, give front grasp and not back.

     
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Frogwarrior

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #91 on: December 02, 2009, 11:37:29 pm »

So, I think one of the best things about this mod its it makes tantrum spirals more Fun. After all, 1-2 bludgeon damage just isn't as much as 1-6 gore damage... Fistfights, and the subsequent beatings from the guards, will be much, much more likely to be fatal. Which is awesome.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Frogwarrior

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #92 on: December 05, 2009, 01:27:47 am »

To answer your questions:
1 I did not add any creatures besides cats; I figured I wanted to change as little as possible besides adding a new race.
2 I'm going for less the anthropomorphic cats, more for normal cats but with sentience, so they walk on all fours and grasp with their mouths.



Also. I pretty much have v1.1 ready to go, but I don't want to overwrite the download for the people who are playing the succession fort. However, I do plan to start a community fort fairly soon using the new version. Watch this space! Well, and the community games subforum. Watch that space too.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Spartan 117

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #93 on: December 06, 2009, 05:08:02 pm »

How can I uninstall this mod?
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Well, you know how if you take your thumb and forefinger and hold them up to your eye, you can make it look like you're squishing someone's head? It's like that, only for real.
"Sometimes being a dwarf has it's advantages, KNEE-CAPPING TIME!"

Frogwarrior

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #94 on: December 06, 2009, 06:38:17 pm »

Replace all the modified raw files with the originals.
Or, re-unzip DF to a new folder, and move over all your non-Cat Splosion save files.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

uran77

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #95 on: December 08, 2009, 09:51:43 am »

Give them  any appropriate power tag so they worship demons as a sort  of substitute for their former, human owners.
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Frogwarrior

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I HAVE RETURNED.

Version 1.1 is out!

Cats are now MINOR_METAL. Also, anvils can be made from copper and both types of bronze. Also, cats have their own clothing, toys, and instruments. Furthermore, they can be weavers (to take advantage of silk, mainly) and siege operators/engineers (though you still can't make ballista bolts).
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Neyvn

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So just made a fresh folder for this...
But you know these cats don't seem like your everyday annoying cats. More like these ones...



So I modified a few things, mainly names of the race itself. Called them Felyne (See Monster Hunter games for reference) and the Young, Melynx as to include the subrace of the Lynnians. Seeing as in the Game they rarely do anything productive...
So gonna write up a Community Game tomorrow...
« Last Edit: February 06, 2010, 07:21:37 am by Neyvn »
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Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
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Kaelem Gaen

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This looks interesting, also makes me want to make a race called the Munchkinlanders, and Dogs and.... yeah this could totally work as part of something based on "The Wicked Cycle" and be awesome....

I feel like I've mentioned this before..

Orb

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Do you think this will work with Relentless Assault? Fighting Giants with Cats would be lots of "fun".   :D
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

profit

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Do you think this will work with Relentless Assault? Fighting Giants with Cats would be lots of "fun".   :D

RA is such a hard mod.... I could not imagine starting as cats and using any strat other than wall myself in and cower.

Even with dwarves it really takes adamantine...everything... and a lot of training to successfully stop many of the raids.

*Now have a couple dwarves with 171+ Shield skill, 100+ wrestling skill, and 130+ Hammer skill with 30+ attributes which can handle the invasions, but simple legendary dwarves are not quite enough...
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

The Bismuth

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I read through the whole thread just to see if anyone had realised their signature weapon has to be the tin opener. No one had!!

Seriously, If you want to make a make a mob attack against a heavily armoured Dwarven hammerdwarf, this is your weapon of choice.

« Last Edit: February 07, 2010, 12:46:51 am by The Bismuth »
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Frogwarrior

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That does sound awesome, but teeth, claws, and sheer pressing volume of sacrificed corpses is pretty fun too. Almost dwarfy in its own way.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Orb

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Do you think this will work with Relentless Assault? Fighting Giants with Cats would be lots of "fun".   :D

RA is such a hard mod.... I could not imagine starting as cats and using any strat other than wall myself in and cower.

Even with dwarves it really takes adamantine...everything... and a lot of training to successfully stop many of the raids.

*Now have a couple dwarves with 171+ Shield skill, 100+ wrestling skill, and 130+ Hammer skill with 30+ attributes which can handle the invasions, but simple legendary dwarves are not quite enough...


Nah, you just need lots of marksdwarves, then it becomes reletively easy. :)

Also, I had a couple questions. One, since cats are minor metal, they cant use magma, right? I was a little disapointed I couldnt build magma forges. :(

Second, according to your Read Me, melee weapons of any kind arent usefull?
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[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

darkflagrance

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I'm pretty sure minor metal doesn't affect magma.

But are you on a map where magma had been discovered that wasn't also reclaimed?
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...as if nothing really matters...
   
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