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Author Topic: Cat Splosion V1.1 - Haha, everybody hates you now! Also, you start with copper.  (Read 24668 times)

Dante`

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Re: Cat Splosion V1.0
« Reply #30 on: October 10, 2009, 10:43:03 pm »

I demand evil dogs seiging regularly! >.> <.<
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Frogwarrior

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Re: Cat Splosion V1.0
« Reply #31 on: October 10, 2009, 10:43:36 pm »

Those pictures are wonderbar.

Cats aren't alcohol-dependent, so as long as you have a brook and can build a well or five, drinks won't be a problem. Even on a cold climate, brooks will often unfreeze at least in a couple sections at various time, so you can probably manage.
And if it was freezing, I think you'd notice. The first candidate I thought of for the succession fort was freezing, with a small section of brook, but it only had a magma pool. My current choice is only cold, but it has a magma pipe. And an underground river. And five chasm tiles. Oh god, the death. Migrants and caravans will have to fight their way in by tooth and claw.
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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 V1.01
« Reply #32 on: October 11, 2009, 03:47:47 pm »

So, changing clothes and toys and instruments and such does change history, so my awesome cat world won't work as planned. So I'll probabyl do the succession for with 1.01, and upgrade to 1.1 afterwards, because I really wanna start at war with the dwarves :P
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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

Huesoo

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Re: Cat Splosion V1.01
« Reply #33 on: October 11, 2009, 04:25:17 pm »

Cool sounding mod but if you you dont want their places like the humans is you can use the [RUIN] or [RUINS] tag dont remember which and dont want to go looking through the changlogs.The only problem with it is that the ruins ddont show up on the world map, well that was my two cents bye!
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BOTTLED MESSAGE BE AFLOAT

Derakon

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Re: Cat Splosion V1.01
« Reply #34 on: October 11, 2009, 05:33:11 pm »

Well, my hunter died to the fire imps, but not until after depopulating the local region of wildlife. It only took her two seasons...sheesh.

The dwarves showed up with their caravan and liaison. The liaison said "Nice place you got here" and left. I think he might be allergic to cats...

I have 75 turtles fished out of the brook. Since I can't do any more hunting at least for the forseeable future, my food supplies are only from fishing, trading, and animal husbandry. Speaking of which, the imps caused a forest fire that killed my female muskox. Dammit.

My map has HFS; my goal is to get a decently-equipped military and try to take them on. We'll see how it goes.
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Frogwarrior

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Re: Cat Splosion V1.01
« Reply #35 on: October 11, 2009, 05:47:51 pm »

Did your muskox at least have kids first?

Yeah, the dwarves don't let you request goods, which is sad. So, you're stuck only requesting from cats and humans. It's kinda weird, having dwarf caravans be somewhat useless :P At least they usually bring an anvil and some ropes.

I'm currently testing on a fort without magma and, I discovered with reveal, no copper OR iron. Soooo, leather-clad wrestlers for a while.
Good thing wrestlers are actually more dangerous, relatively speaking - gore damage and latchon should not be misunderestimated. And base-quality iron weapons do just about as much damage... :P

I should probably do something about the trap componenet situation. Right now they don't have any. So you'll have to trade for them with the dwarves.
Who, well, don't let you request.
Maybe a smaller corkscrew, or something.
« Last Edit: October 11, 2009, 05:49:48 pm by Frogwarrior »
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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

Derakon

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Re: Cat Splosion V1.01
« Reply #36 on: October 11, 2009, 06:20:26 pm »

Hm. I just had 18 migrants arrive, with a whole host of inappropriate professions: weaver, farmer, dyer, herbalist, and brewer. I have the herbalist collecting surface plants, so their labors are turned on.

One of them has a pet cat. That just seems wrong somehow.

Edit: my first artifact is a granite millstone with an image of itself, menacing with spikes of granite. I guess I have to hope for a millercat to come along? For now it's going in the diningroom.
« Last Edit: October 11, 2009, 06:42:55 pm by Derakon »
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Frogwarrior

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Re: Cat Splosion V1.01
« Reply #37 on: October 11, 2009, 07:02:09 pm »

Yeah, apparently there's no way to prevent migrants from having inappropriate professions. I just ignore them, really. Plants really won't help you much, since you can't eat them, and even when milled and cooked you still have to have meat or fish in the meal.

I suppose you COULD wait 'till you get weavers, clothiers, dyers, etc to arrive and start up such industries... I just draft 'em. :P
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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

Slogo

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Re: Cat Splosion V1.01
« Reply #38 on: October 11, 2009, 07:14:00 pm »

I love that the dwarves can kill off the cats quite easily. Years of managing catplosions have finally paid off for them.

Need_More_War!

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Re: Cat Splosion V1.01
« Reply #39 on: October 11, 2009, 07:35:38 pm »

This mod sounds fun, downloading it  ;)
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Slogo

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Re: Cat Splosion V1.01
« Reply #40 on: October 11, 2009, 08:33:46 pm »

I love how fast the cats move lol!

It's kind of odd that they can adopt cats and dogs as pets (though I don't think you can do much about this can you?).

Embarked on a nice river -> freshwater lake map so we'll see how this goes. I think I still have orcs modded in so... yeah...

Realmfighter

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Re: Cat Splosion V1.01
« Reply #41 on: October 11, 2009, 08:42:20 pm »

You should really shorten the cat words. i cant read what a few of my cats are doing because of it.
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

Frogwarrior

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Re: Cat Splosion V1.01
« Reply #42 on: October 11, 2009, 09:12:26 pm »

Yeah, sorry about word length. The word generator is hard to use. Took me forever to get 2107 unique words without adding in too many consonants that cats shouldn't be able to use.
I added trap components, I'll upload soon. Basically, just dumbed-down versions of the existing ones. But now you can build screw pumps.
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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

Realmfighter

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Re: Cat Splosion V1.02 - Now with trap components!
« Reply #43 on: October 11, 2009, 09:40:26 pm »

You should have two levels of weapon, what you already have and a better, more awesome version. for instance, a spike, and a unicorn spike.
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We may not be as brave as Gryffindor, as willing to get our hands dirty as Hufflepuff, or as devious as Slytherin, but there is nothing, nothing more dangerous than a little too much knowledge and a conscience that is open to debate

Frogwarrior

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Re: Cat Splosion V1.02 - Now with trap components!
« Reply #44 on: October 11, 2009, 10:06:27 pm »

What would be the point of the regular kind then?
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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
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