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Author Topic: Dwarves Of The Dead Succession  (Read 11068 times)

existent

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Re: Dwarves Of The Dead Succession
« Reply #15 on: August 08, 2010, 09:27:04 am »

will we be able to expand on the original fort, or no? Just leave it how it is?
I considered that at first, but no. It would be too much of a hassle. We will be able to expand/build as we wish..... within reason.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Robocorn

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Re: Dwarves Of The Dead Succession
« Reply #16 on: August 08, 2010, 10:30:42 pm »

This sounds interesting, I eagerly await my turn :)

existent

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Re: Dwarves Of The Dead Succession
« Reply #17 on: August 08, 2010, 10:35:27 pm »

This sounds interesting, I eagerly await my turn :)
.....actually, you're first. Go ahead and gen up a world. (Make sure to grab the mod first.)
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Kagus

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Re: Dwarves Of The Dead Succession
« Reply #18 on: August 09, 2010, 02:45:15 am »

Should invasions be turned off for the mall construction?  Seems like the nice thing to do, to make the whole thing easier on the building process.  Once it's all set and ready, then we can have as many zombies as we like.

And it's just an init option.  Not even included in the save.

Minty

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Re: Dwarves Of The Dead Succession
« Reply #19 on: August 09, 2010, 03:31:54 am »

That sounds like a plan, Kagus. That way you get an uninterrupted (Bar snatchers and such) run at building the place. I'd try for something aboveground, walled and roofed, with external doors/grates/security-bridges. But without an external wall. Possibly a large smoothed area for a parking-lot, if it's on a mountain biome.

Various sections, like a food-court, hardware department, weapons storage (Shop smart! Shop S-Mart!). Haberdashery, etc, etc.
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jester

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Re: Dwarves Of The Dead Succession
« Reply #20 on: August 09, 2010, 07:25:52 am »

pity the mod lacks boomsticks,  Neoadepts old zombie mod had weapons worked out fairly well but I dont think he has been on in months
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Robocorn

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Re: Dwarves Of The Dead Succession
« Reply #21 on: August 09, 2010, 08:14:14 am »

I'm having trouble to get the zombies to even show up in generated worlds, I've done a few and none of them have undead. Either these things are ridiculously underpowered and overhyped, or I've been doing something terribly wrong.

Minty

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Re: Dwarves Of The Dead Succession
« Reply #22 on: August 09, 2010, 08:53:51 am »

Okay, the way I'd do it is to create three new files in your RAW\objects folder.

First one : body_undead.txt. Make sure the first and second lines are body_undead and [OBJECT:BODY] respectively. Then copy/paste the spoilered text under body in the mod's first post.

Second: creature_undead.txt. Again, fist two lines should be creature_undead and [OBJECT:CREATURE], then copy/paste again.

Third: Repeat the above, but with entity_undead.txt. Again, first two lines should be entity_undead and [OBJECT:ENTITY], and copy/paste.

That should gen worlds with the undead griblies showing up. I'd recommend against simply adding the respective texts to the end of any vanilla files, try and keep your modded stuff in separate files.

Edit: Actually, if you want to be really evil, you could remove all entities except for dorfs and the undead. Then we'd not have to worry about other civs. Of course, it may be fun letting them gen, and watching the slaughter as an elven caravan wanders into a sieging pack of zombies, skellingtons and ghouls.. :D
« Last Edit: August 09, 2010, 08:57:43 am by Minty »
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Robocorn

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Re: Dwarves Of The Dead Succession
« Reply #23 on: August 09, 2010, 09:34:45 am »

Okay, the way I'd do it is to create three new files in your RAW\objects folder.

First one : body_undead.txt. Make sure the first and second lines are body_undead and [OBJECT:BODY] respectively. Then copy/paste the spoilered text under body in the mod's first post.

Second: creature_undead.txt. Again, fist two lines should be creature_undead and [OBJECT:CREATURE], then copy/paste again.

Third: Repeat the above, but with entity_undead.txt. Again, first two lines should be entity_undead and [OBJECT:ENTITY], and copy/paste.

That should gen worlds with the undead griblies showing up. I'd recommend against simply adding the respective texts to the end of any vanilla files, try and keep your modded stuff in separate files.

Edit: Actually, if you want to be really evil, you could remove all entities except for dorfs and the undead. Then we'd not have to worry about other civs. Of course, it may be fun letting them gen, and watching the slaughter as an elven caravan wanders into a sieging pack of zombies, skellingtons and ghouls.. :D

Did that whole add new files thing the first time, generated a world with: No undead
 did it in the vanilla raws the second time:no undead
did it in the vanilla raws in a different version:No undead and a world ruled by a race I forgot to take out.

I'll try the obvious one more time

EDIT: I set it for 500 years and the dwarves and goblins wiped all the stupid things out!
EDIT2: Dwarves and humans were becoming necrolords, the undead are dying goblin deaths because they have babysnatcher, I'm taking it out.

EDIT3: Got one but there are no dwarf civs, if you want to not get any assistance this will do it.
« Last Edit: August 09, 2010, 09:58:56 am by Robocorn »
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cappstv

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Re: Dwarves Of The Dead Succession
« Reply #24 on: August 09, 2010, 01:50:10 pm »

Its dwarfs of the dead
I think he probably wants there to be no dwarf civs
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breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #25 on: August 09, 2010, 04:15:55 pm »

I think go for removed other entities. That way, it's  just us and them.
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Blackdutchie

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Re: Dwarves Of The Dead Succession
« Reply #26 on: August 09, 2010, 05:03:38 pm »

i agree, if you were gonna ignore them anyway, might as well make them not appear at all.

also: does it matter how old the world is? you could just stop the genning before the zombies get wiped out. (or would that also make sieges stop earlier due to less population?)
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breadbocks

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Re: Dwarves Of The Dead Succession
« Reply #27 on: August 09, 2010, 05:07:16 pm »

Gen to 100. See if that does it. Also, I think undead all go in one nation, not separate ones.
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existent

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Re: Dwarves Of The Dead Succession
« Reply #28 on: August 10, 2010, 03:21:04 pm »

That sounds good Robocorn, get the mall started whenever. Keep us posted!
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Robocorn

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Re: Dwarves Of The Dead Succession
« Reply #29 on: August 11, 2010, 04:45:50 am »

I'd like some suggestions on where to put the mall and how to design it? Should it have a drawbridge for a front door? should their be workshops or just endless stockpiles? Should it be floor planned to allow ease of movement like real malls?
It's a pretty big free pass to give to someone.

Anyway, here's this, choose an embark and a cool name.

This is the world, The fuchsia and red parts are zombieland, you'll want to pick those
NOTE: It's a gif, wait for it.
Spoiler: Basic history (click to show/hide)

give me some suggestions, I plan on using 0 speed dwarves and no invaders on when building the mall uless anyone objects.
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