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Poll

Get rid of fel iron and damascus steel?

Get rid of both
- 2 (25%)
Get rid of Fel Iron
- 0 (0%)
Get rid of D-Steel
- 2 (25%)
Keep both
- 4 (50%)

Total Members Voted: 8


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Author Topic: -My Little Fortress: Valikdu's Rampage Edition 1.62- [2.0 under development]  (Read 55758 times)

Valikdu

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #225 on: September 12, 2012, 12:13:04 pm »

Um... I didn't specifically add bloatsprites. Although there's already several species of giant flying insect which were there in vanilla, and will now be more widespread as I removed the savagery tag. And they'll have the tainted materials. And the evolved castes (with morph materials and claws). Also, invertebrate pegasi.
« Last Edit: September 12, 2012, 12:59:59 pm by Valikdu »
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Princess Celestia

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #226 on: September 12, 2012, 08:23:05 pm »

rs added for construction.
-Spectra extractable from the nervous tissues of ponies
-Rainbow metal combinable from all spectra colors
-Onyx spectra from Dark Voice crearures
-Dark Iron from onyx spectra
-New megabeasts

I love this! I simply must send these six annoying fillies to "test" this for me. Oh how fun!
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Valikdu

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1.7 Development diary 9
« Reply #227 on: September 13, 2012, 02:05:52 pm »

The remaining giant creatures and beast-ponies will get:

-Reptiles will get a caste that has horns and enrages
-Mammalian herbivores will get a caste with plating and a shell
-Mammalian carnivores will get a semi-plated caste with sabertusks and an aberrant caste
-Not doing additional castes for aquatic creatures

Have several concepts for new megabeasts. One or more will probably have night creature traits - as in, converting civ members into more of itself during worldgen, thus providing a bigger beast population. Fun :D

...I WAS aiming to finish everything before 18th, when Baldur's Gate EE comes out. Probably won't make it, though. Will have to work on time management, then.

[Upd] The EE release just got pushed back. Well, OK then.
« Last Edit: September 14, 2012, 03:17:38 pm by Valikdu »
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Valikdu

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Re: -My Little Fortress: Valikdu's Rampage Edition 1.62- [POLL - 1.7]
« Reply #228 on: September 28, 2012, 12:34:32 am »

Restoring BrainOS...
Welcome.

> restart animal transition
Animal transition restarted.
Working... -50%

Valikdu

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1.7 Development diary 10
« Reply #229 on: September 29, 2012, 09:52:52 am »

...So, while working on the animals, I decided to change things for the domestic ones.

-All normal domestic animals are gone.
-Cats are replaced with the rainbow ocelots and dogs are replaced with rainbow worgs.
-Horses and other hooved animals are replaced with the lesser ponies.
[they all existed previously, but didn't replace the vanilla creatures]
-Birds are replaced with an egg-laying beetle.
-Also a milkable giant maggot.

Lesser pony creature altered significantly. Castes are now:
-'Normal' lesser ponies were enlarged. They are now the only wagon-puller and pack animal. NOT useful for the rainbow factory.
-Fluffy ponies were shrunk. They are the only spectra source apart from slain enemies. Spectra can be refined from the nervous tissue, or from the shorn wool (less effective, but keeps the ponies alive).
-Breaker ponies - the tainted version. Large and armored, with an additional shell around the body and a head-plate. These are trainable.
-popratio 6:4:2.

Bee evolution [kinda sounds like a SyFy Original Movie title...]
-Bumblebees have been upgraded to Bloatbees, honey bees to Felfire Bees
-Both have a somewhat more severe sting syndrome
-Felfire bees have honey with MV 5 and jelly with MV 3, Bloatbees have this reversed
-Wax MV increased to 3 to make wax crafting somewhat worthwhile
-Reactions to make two decorative bio-metals and a synthetic gem from wax and mushrooms

[UPD] Oh, and: to further increase the value of bees, I've made custom reaction for brewing mead. You can brew a full barrel (15 drink units, 3 honey) or a full pot (30 drink units, 6 honey) from either kind of honey. Om nom nom.
« Last Edit: September 30, 2012, 04:13:16 pm by Valikdu »
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Valikdu

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There is progress. It's slow, because retooling each individual creature for the new caste system is slow and boring. But I'm getting there.

Spoiler: SHE COMES! (click to show/hide)
« Last Edit: October 07, 2012, 02:28:08 pm by Valikdu »
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Replica

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I wonder, does this mod have an actual end to things to change?
Or will you keep adding and changing things until dwarf fortress looks like some sort of twisted lovecraftian pony hell fueled by the grim fictional stories of MLP's more degenerate and insane fans?
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Crazy Cow

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I wonder, does this mod have an actual end to things to change?
Or will you keep adding and changing things until dwarf fortress looks like some sort of twisted lovecraftian pony hell fueled by the grim fictional stories of MLP's more degenerate and insane fans?

I wouldn't complain, for one ;p

EDIT:
Your latest download has a game-crashing RAW error. You need to fix it immediately or it's unplayable.
Spoiler (click to show/hide)
« Last Edit: October 17, 2012, 04:57:19 pm by Crazy Cow »
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Pokon

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I wonder, does this mod have an actual end to things to change?
Or will you keep adding and changing things until dwarf fortress looks like some sort of twisted lovecraftian pony hell fueled by the grim fictional stories of MLP's more degenerate and insane fans?

Oh god, I hope yes.
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Valikdu

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EDIT:
Your latest download has a game-crashing RAW error. You need to fix it immediately or it's unplayable.
Spoiler (click to show/hide)

Um... what? That one's been around forever (as I haven't found any other 'translated' language files at the time) and it shouldn't be doing anything serious. It crashes the game now? O_o

Crazy Cow

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Nah, I was just being silly ;p
Saw a few lines in my errorlog and figured I'd let you know.
« Last Edit: October 18, 2012, 09:28:10 am by Crazy Cow »
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Crazy Cow

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Well, with all of the work Valikdu has been up to, it would be lazy of me to not update this myself.

This mod changes every civilized race in the world, and each of them has caste-specific tiles to let you know what you're looking at at a glance. I've also tweaked the [POP_RATIO]s to make Alicorns and other special castes much rarer (but still not impossible to find, mind you). Pick it up at DFFD if you care to.

Valikdu

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1.7 Development diary 11
« Reply #237 on: October 19, 2012, 03:36:44 pm »

I get easily distracted by shiny things often (like XCOM). Work continues, though.

I'll make an effort to include Crazy Cow's tiles. Never worked with tiles before actually, so it'll be fun.

Standard subterranean creatures are made more powerful. For example, all rutherers are altered to match the surface predator Dire caste. And so on.

I'm thinking of ways to rework the Chimeric entity. I'll probably be able to make a more thought-out weird faction.

Also, a neutral all-anthro faction.

Also I'm thinking of ways to make anthro-ponies work better inside a standard faction. The main problem is with the gauntlets. If they're in the entity's clothing list, they'll get "put on" the mouths and telekinetic pseudo-limbs. If they're not, then... no gloves. I'm thinking I'll make a reaction that makes gauntlets instead; this will allow the player to put gauntlets on the anthroponies and not see unicorns with a single gauntlet permanently hanging in front of their faces. This shouldn't hamper the NPC effeciency since they don't wear any armor except the head and chest items.
« Last Edit: October 19, 2012, 03:39:26 pm by Valikdu »
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Crazy Cow

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Yeah, one of my military ponies in anthro and, despite all his good work, I'm afraid he's going to loose his hands at the wrist the first time an axepony gets a lucky hit in. Like you said, a reaction would work wonderfully; reactions can create exotic gear, as you probably know. The only problem is figuring out which workshop to stick it.
Tiles aren't hard at all; saying I did 'work' is giving myself a lot of credit. All it takes is a single [CASTE_TILE] token and the relevant list of tiles from the wiki.
« Last Edit: October 19, 2012, 04:37:08 pm by Crazy Cow »
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Pokon

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Re: 1.7 Development diary 11
« Reply #239 on: October 19, 2012, 10:53:35 pm »



I'm thinking of ways to rework the Chimeric entity. I'll probably be able to make a more thought-out weird faction.

A suggestion:

A base of several "general" types, like "A freakish pony that was fused with a cow!" or "A freakish pony that was fused with a large cat"! General "base" animals, things that would have been dumbed down by a mental fusion, and as such there ability to learn would be lower than average all-around. One could go whole-hog and make a bunch of different hybrids of ponies and barnyard mammals, or simply make one "dumb, fat, possibly hairy pony of little use besides as meatshields."

Next, rather than have a true Alicorn stand-in like the other factions, several "leader" chemerical beasties could exist. They don't need to be more powerful then there lessers, simply more sutible to run a fort thanks to being able to learn basic skills at normal rates. Scaly dragon hybrids and such, hell, most of the one's seen directly in PH would work perfectly, along with mix's of other sentinents: faux-hippogryphs, ponies with dimond dog arms, perfect little basterds to ruin a attackers lives.
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