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Author Topic: Cat Splosion V1.1 - Haha, everybody hates you now! Also, you start with copper.  (Read 24682 times)

Frogwarrior

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #60 on: October 12, 2009, 03:27:14 pm »

I think the five chasm tiles will do a good enough job of that.
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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 #61 on: October 13, 2009, 09:10:49 pm »

I'm starting the succession game. Sign up now! There will be blood.
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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 V1.03 - Now with trap components, toys, and instruments!
« Reply #62 on: October 13, 2009, 09:26:56 pm »

Good gravy, 3x8? That's gonna be hell on the framerates. Good luck!

I've started over with a new fort for the new version. My hunter's first action was to hit a Giant Eagle with a blowdart that mangled both lungs and the heart. Good on her.
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Frogwarrior

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #63 on: October 13, 2009, 09:34:18 pm »

I figure I could always use the magic of reducing the GFPS. Works wonders. And there wasn't any smaller site that got everything I wanted. Any smaller vertically and we either wouldn't have magma or wouldn't have enough trees/limestone. Any smaller horizontally and we wouldn't have six pages of chasm creatures.

and: sign up :P
« Last Edit: October 13, 2009, 09:41:00 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

Razoric480

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #64 on: October 13, 2009, 10:41:21 pm »

3x8 is actually smaller than the typical 6x6.

Derakon

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #65 on: October 13, 2009, 11:07:02 pm »

Hmph. You want a small site with everything? I'm getting plenty of them...only thing I can't seem to engineer is war with the dwarves. They're always peaceful, even if I let worldgen run for 400 years. Tried bumping the mapsize up to 129x129, and the only civs left were cats and humans. That's right! The cats actually managed to kill off the dwarves! Here's the worldgen params, if you're curious (warning: worldgen will take awhile!):
Spoiler (click to show/hide)
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Frogwarrior

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #66 on: October 13, 2009, 11:50:06 pm »

I must admit, war with the dwarves is somewhat unique. I'm not entirely certain it isn't due to a bug. The first battle of this war was an uncontested taking of an elven retreat by the cats. Then for no apparent reason they marched on the dwarves. The war actually says that the causes is unknown and the subject of debate among scholars, but little is known. So I have no clue.

I'm not really sure how to cause it, either. Maybe if cats were babysnatchers? I'd have to be convinced though. It would mean it'd be fun to play other races in a world with cats, though.
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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

Saber Cherry

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Re: Cat Splosion V1.0
« Reply #67 on: October 14, 2009, 05:19:41 pm »

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

This suggestion is solid gold.  I love the concept and all, but dog sieges are absolutely essential for it to be taken seriously - with Saint Bernard scouts trying to plunder your rum stores.

That, and of course pet dwarves rendered non-sapient by a cat wizard...  good for catching vermin and making the occasional artifact.
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Frogwarrior

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Re: Cat Splosion V1.0
« Reply #68 on: October 15, 2009, 01:37:52 am »

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

This suggestion is solid gold.  I love the concept and all, but dog sieges are absolutely essential for it to be taken seriously - with Saint Bernard scouts trying to plunder your rum stores.

That, and of course pet dwarves rendered non-sapient by a cat wizard...  good for catching vermin and making the occasional artifact.

I don't think think pet dwarves would work that way - as far as I know, strange moods are NOT an effect of a creature token or even an entity token. Rather, it's a natural part of Dwarf Fortress mode. So if I play long enough to get moods, I should expect some cat moods at some point.

Dog sieges sounds like a neat idea, but I'd have to think it through - and if I ever do put it in, it won't be until I'm good and solid with just cats. For one thing, I'd have to arrange it so they WOULD siege you, and then they'd probably siege you even if you played some other race - hopefully, my ideal is that the cat mod would be fun even when playing dwarves. To that end, I'll probably stick the [BABYSNATCHER] tag in cats at some point. It just seems like the kind of mean thing they'd do, and it will undoubtedly make worldgen a lot mroe interesting. And more likely that cats will start off at war with other races, and certainly more likely that cats will siege you if you're playing dwarves, which will be utter hilarity. As if goblins weren't easy enough.

Rum-guzzling St. Bernards would be awesome, but I think I'd have to make them a wild animal. More importantly, cats do not brew liquor and are not alcohol-dependent.
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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 V1.03 - Now with trap components, toys, and instruments!
« Reply #69 on: October 15, 2009, 11:16:37 am »

A pity the succession's already started, because I finally found a decent site:



No sedementary rock, but it's also right next to a goblin fortress, which should make things plenty interesting.

Edit: errr...I embarked with dwarves. How odd. And then in a fit of pique I deleted the save, so, never mind!

Edit 2: Unrelated, but I just got migrants in summer of year 1. The map does have HFS and I've been digging through a decent amount of obsidian; my current wealth is still only 32k though.
« Last Edit: October 15, 2009, 02:00:02 pm by Derakon »
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The Scout

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #70 on: October 25, 2009, 06:38:05 pm »

I had two untrained recruits sparring when one ripped the other's eye out,but the cat still is trying to work and while looking through awesomecat legends I saw cat's attack dwarves,but for some reason they brought elves to help,and dwarves kept trying to attack a civ called creatures.

Edit: Your cat's also automaticly heal after being hurt except when it's a lost limb.
« Last Edit: October 27, 2009, 03:06:58 pm by RedAlertFan »
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sir labreck

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #71 on: November 05, 2009, 06:43:39 pm »

Don't actually have test your vanilla mod, actually I'am trying to get Dig Deeper and your's to work together, with the beautiful return to desk of microsoft when I try to embark somewhere :p

Except that, great job as far as I have see ^^
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sir labreck, how you manage to mangle English so much yet still manage to keep your posts comprehensible is beyond me. Well done.

Hortun

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #72 on: November 05, 2009, 07:04:27 pm »

If the initial cats were all born from the same one sentient cat, then wouldn't the race be based on an orgy of incest?

But really, though. Will you be able to buy tame cats from caravans still? And will they be dumb cats, or will the be sentient, too?
« Last Edit: November 05, 2009, 07:32:14 pm by Hortun »
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Frogwarrior

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #73 on: November 05, 2009, 09:12:20 pm »

They're CATS, I doubt they'd mind :P

And yes, you can embark with and trade for cats - nonsentient only. You can, and I do, eat them too.

Also, I just discovered: With tags as they are, there's at least a nontrivial chance that your civ leader will be a military cat. This means that when you get a King, instead of being a noble, he/she will be a military cat. Meaning that you can control your civ leader, give them the best adamantine armor/weaps you have, and send them into battle. This also means that, as non-nobles, they have no room requirements. However, since they start less than legendary (mine came in as only Competent... and in axe at that :( ) you will not be able to assign rooms to them, and they will be subject to the feline economy until they spar up to Legendary.
First thing I'm doing, I'm giving this guy adamantine armor and taking him off-duty until I can actually put him in the badass rooms I made for him before I knew I didn't need them...
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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

sir labreck

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Re: Cat Splosion V1.03 - Now with trap components, toys, and instruments!
« Reply #74 on: November 05, 2009, 11:35:29 pm »

Hell, don't know why, whit Dig Deeper (thing work now ^^), they don't get involve much in conflict, the goblins are the main reason that damn human are completely wipe out. The Cats have gigantic empire, 3 of them get, what, half the map :) The other, that joke :p

Great job as far as I can tell  8)

PS: What is their digging implemented? They use pick as other race?

I'am stupid and you should hit me  >:( Trowel is their pick...
« Last Edit: November 06, 2009, 12:27:42 am by sir labreck »
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If you have to choose between war and dishonour, don't choose dishonour because you'll have war.

Quote from: Oglokoog
sir labreck, how you manage to mangle English so much yet still manage to keep your posts comprehensible is beyond me. Well done.
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