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Author Topic: Cthulhu mythos mod, WIP  (Read 10573 times)

Starmantis

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Cthulhu mythos mod, WIP
« on: January 02, 2011, 06:32:18 pm »

Im trying to make a mod that incorporates creatures from the cthulhu mythos into dwarf fortress bringing in more fun and insanity, it is still in very early phases not even ready for any kind of testing yet but if anyone could give me some help/advice that would be great, im still having some trouble as I am an über n00b
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Starmantis

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Re: Cthulhu mythos mod, WIP
« Reply #2 on: January 02, 2011, 06:59:26 pm »

I already use the wiki extensively, im on a mac so im not sure which utilities would work, ill see what I can do with them though
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Deon

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Re: Cthulhu mythos mod, WIP
« Reply #3 on: January 02, 2011, 07:23:52 pm »

Also I would advise to call it Lovecraftian mod, since there's no such thing as "cthulhu mythos", but there's a lot of cool stories by H.Lovecraft.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Max White

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Re: Cthulhu mythos mod, WIP
« Reply #4 on: January 02, 2011, 07:31:00 pm »

Well, the Lovecraft mythos mod, as there were other writers that borrowed and gave back to the Lovecraftian universe. From what I have read, it was a practict that Lovecraft endorsed.

kilakan

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Re: Cthulhu mythos mod, WIP
« Reply #5 on: January 02, 2011, 07:32:52 pm »

I believe this was tried before and failed horribly, of course there was no poison back then, so this should be able to be made to work pretty well now.
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Deon

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Re: Cthulhu mythos mod, WIP
« Reply #6 on: January 02, 2011, 07:47:56 pm »

Anyway, I have Deep Ones in Genesis, so you can look at them if you need a reference.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Starmantis

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Re: Cthulhu mythos mod, WIP
« Reply #7 on: January 02, 2011, 08:12:34 pm »

Thanks, Ill be sure to take a look, although the deep ones are probably one of the easier parts of the mod.
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Urist Mcinternetuser

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Re: Cthulhu mythos mod, WIP
« Reply #8 on: January 02, 2011, 08:51:40 pm »

I would totally play this. I assume you'll add guns and make Humans the main civ (taking out Elves, Kobolds, Dwarves, and Goblins). It would be cool if you made a a cultist civ, and made ones consisting of the many Lovecraftian creatures.
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D_E

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Re: Cthulhu mythos mod, WIP
« Reply #9 on: January 02, 2011, 09:21:09 pm »

There's some stuff in the Illithid mod that might come in handy, too.  The Emissary of the Quiet Lands is based heavily on Cthulhu and the star spawn.  All the reactions are based either directly off the Mythos or off WotC's Elder Evils, which are themselves based off the mythos.

Quote from: Deon
no such thing as "cthulhu mythos",

The Cthulhu mythos is the usual name for all the stuff inspired by HP Lovecraft's stories.  As Max noted, Lovecraft allowed other writers to use the names/etc introduced in his stories.

Unless you meant that in the sense of discontinuity ;)

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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Mechanist

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Re: Cthulhu mythos mod, WIP
« Reply #10 on: January 02, 2011, 09:24:22 pm »

This mod needs badly some kind of insanity in line of sight for some monsters, and probably ocean sunken citadels
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Starmantis

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Re: Cthulhu mythos mod, WIP
« Reply #11 on: January 02, 2011, 10:38:35 pm »

I would totally play this. I assume you'll add guns and make Humans the main civ (taking out Elves, Kobolds, Dwarves, and Goblins). It would be cool if you made a a cultist civ, and made ones consisting of the many Lovecraftian creatures.

Yes, I am working on a Mi-go civ and cultist civ, possibly an elder thing civ too, Im still new to modding so it wont be perfect.

This mod needs badly some kind of insanity in line of sight for some monsters, and probably ocean sunken citadels
I dont know of any way I can make sunken citadels however I do think I can make a basic sanity system, there will be an organ simply called "sanity" and monsters have a syndrome that can do bad stuff to it, its more deppresion than insanity ((you die if you lose all sanity)) but its better than nothing.
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Deteramot

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Re: Cthulhu mythos mod, WIP
« Reply #12 on: January 02, 2011, 11:17:51 pm »

I just had a mental picture of a combat log wherein a dwarf is fighting something and bam! Gets hit right in the sanity.

Cthulu punches you in the head with its right tentacle, bruising the muscle and jamming the skull through the sanity!
You have been struck down!
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I'm currently making a nice room for my legendary clerk. I always treat my legendaries with the greatest respect, giving them the best rooms and so on. Although the walls are mostly engraved with pictures of my miner starving to death after he fell down a well, so it's not too cheerful.

kilakan

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Re: Cthulhu mythos mod, WIP
« Reply #13 on: January 02, 2011, 11:24:23 pm »

severed sanity?  Maybe you could just have poisons that cause immense pain, followed by bleeding?  That way the dwarves *pass out* from loss of sanity, and eventually hurt themselves enough they bleed to death?
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Starmantis

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Re: Cthulhu mythos mod, WIP
« Reply #14 on: January 02, 2011, 11:31:23 pm »

Well i was having syndromes that effect the sanity, Im still not final about how im going to do this,your "sanity" organ is in your head so if you get hit in the sanity your probably gonna die anyway.
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