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Topics - Teneb

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2
Mod Releases / [47.xx] Forthammer: Age of Dwarfmar
« on: November 06, 2019, 09:17:14 pm »
I've been wanting to do this for a while now and decided to release a very Work In Progress version to motivate myself to see it to completion. I'll probably update this whenever I add a new civilization or a handful of new creatures.

So what is this then?

This mod is adds to Dwarf Fortress content inspired by Warhammer. While I've decided to make Age of Sigmar the focus, due to more flexibility it allows me, I will still be making a Fantasy submod with stuff that didn't carry over. Further, this mod will be as compatible as possible with other mods, be they my own or others', and conflicts will only arise if another mod makes extreme changes to vanilla content like bodyparts or materials.

This version currently features:
2 Civilizations
39 Creatures
3 Megabeasts/Semimegabeasts
3 Secrets

For more detailed descriptions of each and every piece of content, there is a "content descriptions" folder containing more info on them included in the pack

How to install the mod

First, download the pack from the link below, then extract the file (you may need a program like WinRAR or 7zip if you don't have either already). Once that is done, open the Forthammer folder and copy the contents over to your main DF folder, and you're done. IMPORTANT: You will need to generate a new world to see any of the content, this will not affect pre-existing saves.

Download Links
Download here

Packaging any of this content with other mods

I hereby give my full permission for any of the content included in this pack to be used and/or packaged into any other mod as long as I am credited for it. I reserve the right to rescind this permission for any reason.

More of my mods!
Monstrous Manual

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What is this?

This is a mod whose purpose is to convert to DF the many, many monsters present in, and made famous by, Dungeons & Dragons. The objective of this mod is to be as compatible as possible with every single other mod out there, and the only way conflicts can arise is if another mod completely deletes vanilla DF objects like body parts or metals.

The mod currently features:
98 Creatures
21 Megabeasts/Semimegabeasts
20 Civilizations
2 Metals
1 Armor
40 Weapons
8 Ammo Types
1 Plant

For more detailed descriptions of each and every piece of content, there is a "content descriptions" folder containing more info on them included in the pack.

Be warned that while I did my best to balance all content, these additions WILL make your world more dangerous.

How to install the mod

First, download the one of the versions of the pack from the link below, then extract the file (you may need a program like WinRAR or 7zip if you don't have either already). Once that is done, open the Monstrous Manual folder and copy the contents over to your main DF folder, and you're done. IMPORTANT: You will need to generate a new world to see any of the content, this will not affect pre-existing saves.

Download Links

Regular Version
No Civilizations Version

What's the difference between the threeversions of the mod?

As the name of one of them implies, one adds civilizations while the other does not. However, the creatures that make up that civilization are still present in the files and, as such, can be played as adventurers. A few creatures are also present as roaming creatures (such as the Azer), meaning you could still see them during play. The WIP version is, as the name implies, very work in progress and might be buggy. However, it will allow people to get whatever is the latest thing I've added without waiting for a new proper version.

Packaging any of this content with other mods

I hereby give my full permission for any of the content included in this pack to be used and/or packaged into any other mod as long as I am credited for it. I reserve the right to rescind this permission for any reason.

4
Other Games / Imperator: Rome - Paradox in Togas?!
« on: February 05, 2019, 04:55:34 pm »

Now that the game is two months from release (and we have a proper release date: 25th of April), I feel like it's time for there to be a thread

Here's a link to the dev diary archives since there's absolutely no way I am going to link each individually (only maybe future ones).

Spoiler: And always remember (click to show/hide)

5
Mod Releases / Teneb's Mod Collection v3
« on: May 13, 2018, 11:35:50 am »
While in the past I've mainly created total conversion mods, this time I decided to go for something different: a pack of content that is compatible with nearly every single other mod out there.

So what's in this pack anyway?

Creatures, minerals, entities and secrets from both Dungeons and Dragons and Warhammer Fantasy, with more to come. Look at the latest changelog for the specifics. Or click here for quick descriptions of the content (currently incomplete).

Compatibility, you say?

Yes, I've taken care to ensure nothing added in this pack will conflict with any other mod unless that mod removes vanilla DF things like body parts or material templates.

How to install this

First, download the pack from the link below, then extract the file (you may need a program like WinRAR or 7zip if you don't have either already). Once that is done, open the "Teneb's Miscmods" folder and copy the contents over to your main DF folder, and you're done. IMPORTANT: You will need to generate a new world to see any of the content, this will not affect pre-existing saves.

Download Link
DFFD

Packaging any of this content with other mods
I hereby give my full permission for any of the content included in this pack to be used and/or packaged into any other mod as long as I am credited for it and a link to this thread is provided.

6
General Discussion / Speculative/genre fiction discussion thread
« on: January 18, 2018, 08:36:14 am »
Considering for how long the scifi derail in Ameripol went, I'm making this thread.

Basic rules apply: Don't be a jerk, keep it civil, obey the forum guidelines, etc.

Further, considering that there is already a dedicated Star Wars thread, let's keep discussion of that there (since it tends to generate rampant saltyness from what I've seen).

Otherwise, anything goes.

Expanded this to really most types of fiction including some sort of fantastical or speculative element.

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Modding questions go here.

Please keep it civil like all the previous ones and remember that this is not a mod propaganda thread.

8
DF Modding / Warhammer Fantasy mod, take two
« on: September 25, 2017, 05:38:55 pm »
Against my better judgement, I'm reviving this. Will likely reuse many raws because it's better than throwing everything out.

Aside from that, I'm probably going to be remaking and reworking nearly everything. Whenever I release this, and I have no illusions that it will be soon, it'll probably be considered done and I'll just keep it updated afterwards, at least until the magic release.


9
Mafia / King of the Mafia 6 - Persus13 wins
« on: July 16, 2017, 07:31:54 pm »
King Teneb was crowned fast, lived fast, and probably died fast. You are unsure about that last one, since he was found dead not too long ago. He'd also been absent for quite a while, and seems to have been trying to get back. The tradition was clear in this regard: if the killer managed to evade justice, they'd become the new monarch.

Previous game list:
King of the Mafia (second thread)
King of the Mafia Continued
King of the Mafia 3
King of the Mafia 4
King of the Mafia 5

Rules
Continuing the proud tradition of copying from previous threads:
Welcome to King of the Mafia, your chance to win the fabulous crown of this subforum!  The rules are below.  They were originally written by Dakarian and have been edited by webadict and me (my edits are in italics).
You think you've proven yourself, child?  "Oh my, I won as town!"  Meh, that's easy with a whole army at your back and power roles you can abuse.   "But I've beaten the town as Mafia!"  PHAH!  With friends and a horribly weak town.

But can you do both?  Can you take down the mafia with 6 others, then turn around as mafia and BEAT those 6 to a pulp?  Can you pick just the perfect role-braving additions caused by an evil mod-that will not only help you as town but also as scum?  Can you fight off endless waves of people, including those you've killed? 

Well then step on the hill and see if you have what it takes to be King of the Mafia.


Spoiler: Basic Rules:  READ! (click to show/hide)

Specialized Rules:

Inning is not required to sign up.  To sign up read only the first two pages of Xylbot's role list and choose ONE role from there (and PM it to me).  You will then be assigned with that role, with a possibility of additional features based on balance or tomfoolery(though nothing hidden).


Once 7 people have signed up, the game begins.  A random person will be picked as KING MAFIA and will be given, on top of their role, the Mafiakill.  The First Round ONLY will start with a kill-less Night (that is all killing abilities will be disabled).

From there, the game continues.  During the game, anyone else can Sign up to be put on a queue. Game will play like a standard mafia game.  If you die at any time, you may Sign up again, though others who haven't played that round will have priority.

If King Mafia is killed at any time, the round ends.  Those in queue will take the place of those that died to refill the ranks back to 7 (those still alive remain), a new KING MAFIA will be picked, and the game will start on the next phase (Old round ends in Day, new round starts at Night...)

Play continues until KING MAFIA succeeds in being the ONLY one alive.  Note that all players being dead does not fulfill the KING MAFIA win condition - in that case a new round would begin with 7 new players.

There is an antilurk system in place.  Each RL day, you MUST have either voted (even if its for the same person) or sent in an action.  Fail once and you get one prod.  Fail twice in the same round and you will be killed, a player in Queue will automatically Sub in for you, and you will not be able to rejoin.  Ever.

All may join this game, though be aware of the antilurk system.  Please read this line Dariush.

*Toony Edit on No-Lynch policy*
Players may choose to no-lynch two days in a row. Otherwise a lynch must be made. If players force a tie then the lynch target will be randomly decided between the lynch candidates. If there are only two players left the compulsory lynch rule is not enforced, instead a stalemate results in a mafia loss.

You're done with the rules.  Now join and claim the mountain!

Addendums

All times will be in BRT. BRT is GMT-3.

Extends require 50% of players voting for them in bold.  There are no shortens.  If you're done, remember that hammers are on.

If for some reason I fail to end the day on time, it keeps going until I can end it.



Round 1 (3/7 players):
-hector13 - Deep One (Serial Killer)
-FallacyofUrist - Yellow Goo (Surivor) and King of the Mafia
-TheDarkStar
-Persus13
-Shakerag - Daykiller (Serial Killer)
-BlackHeartKabal
-Deus Asmoth - Toxic Goo (Survivor)

Round 2 (2/7):
-hector13 - Deep One (Serial Killer)
-FallacyofUrist
-TheDarkStar
-Persus13 - Poisoner (Serial Killer)
-Shakerag - Dirty Bomber (Town)
-BlackHeartKabal - Bus Driver (Town) and King of the Mafia
-Deus Asmoth - Toxic Goo (Survivor)

Round 3 (5/7)
-TheDarkStar - Yellow Goo (Survivor) and King of the Mafia
-FallacyofUrist - Magistrate (Town)
-prefuzek
-hector13
-Persus13
-Deus Asmoth
-BlackHeartKabal

Round 4 (5/7):
-prefuzek
-hector13 - Devil's Advocate (Serial Killer)
-Persus13
-Deus Asmoth
-BlackHeartKabal - Blogger (Town) and King of the Mafia
-notquitethere
-Shakerag

Round 5 (3/7):
-prefuzek
-Persus13
-Deus Asmoth - Mad Scientist (Town)
-notquitethere
-Shakerag - Dirty Bomber (Town)
-FallacyofUrist - Faerie Godmother (Town)
-TheDarkStar - Network Robot (Town) and King of the Mafia

Round 6 (3/7):
-prefuzek - Pimp (Town)
-Persus13
-notquitethere - Psycopath (Serial Killer)
-hector13
-Fallacy of Urist - Witch (Town)
-Deus Asmoth Shakerag
-TheDarkStar - Doppleganger (Serial Killer)

Waitlist (0/7):

10
General Discussion / Colombian Referendum discussion thread
« on: October 03, 2016, 06:15:45 am »
Yesterday, there was a referendum for the Colombian people to ratify the peace agreement that the Colombian government struck with the FARC, something never before done. The result was, with slightly over 50% of votes, ... no.

The NO campaign was led by colombian ex-president Uribe, and the stated main motivators seem to be a feeling that the terms would "reward criminals" (since guerrilla members who admit their crimes would receive more lenient sentences (unless they've committed crimes against humanity)) and that the FARC would become too strong of a political entity by gaining guaranteed seats on the parliament.

Problem is... the current president outright said before the vote that there was no "Plan B". It was this or nothing.

I, myself, feel that even if the deal was unfair it is better than no deal at all. The conflict has been raging for five decades, and now they've went and threw it all away.

Discuss.

11
Masterwork DF / ☼Elves☼ - Discussion & Suggestions
« on: September 16, 2016, 02:14:03 pm »
Insert fancy picture with features here.

Okay, so: about a month and half ago, I approached Meph with my intent to make a race for Masterwork. Unlike my ill-fated attempt to make Goblins for Old!Masterwork, I had no intention of abandoning this project. Most of the time since was spent on design, when not being sidetracked by Real Life stuff or fixing stuff in the Warhammer mod. You may have also noted that there haven't been elves in the "next playable race" polls Meph does for a few releases.

So how do they look right now? Pretty bare, but also completely playable and different enough that I am making this and have already sent stuff to Meph to judge. But you came here for the features, so:

  • No woodcutting or wood burning.
  • Grow wood from seeds.
  • Infuse wood with ores (copper, iron, platinum, warpstone).
  • Wood equipment.
  • A workshop that changes based on the current season.
  • Season-based treants and wood.
  • At peace with wildlife.
  • Fabulous unicorns.
  • Glorious tree-hugging 1960s hippie style.

12
Forum Games and Roleplaying / Heresy! (WH40k Strategy SG)
« on: September 10, 2016, 12:25:43 pm »
It is the 41st millenium, and the planet Quaestor lies at the very edge of the Corpse-Emperor's light. Its Hives, particularly Hive Augustus, are filled with the weak. The greedy. The cowardly. The corrupt. But there are powers beyond that of the Emperor. Powers that answer those who seek them, and call in turn. You will heed the call of the Gods. You will bring ruin to Questor. Let the galaxy burn.



Heresy! is a suggestion-driven strategy game that had its inception in the Warhammer 40000 thread in GD last month.
I now want to make a forum game about a civvie surrounded by Chaos shit in a hive.

Get some *shudders slightly while still acknowledging the positives of the genre* survival game mechanics in there and add HERESY.
Ok, this gave me an idea. Not exactly this, though. What I have in mind is, since everyone is talking about heresy, a forum game where players control a group of Chaos cultists trying to take over a Hive (and later the planet). Don't know if players can RP individual cultists or if it's going to be just a suggestion-driven strategy game; it's late and I think I should leave such decisions to when I wake up.

I decided to sack the whole RP thing I mused about, but the rest remains. The game, as mentioned above, revolves around controlling a Chaos cult in an imperial hive as you attempt to take over through any means at your disposal, while avoiding the attention of the authorities for as long as possible. The players lose if the cult is destroyed, and win if the entire planet is corrupted.

Before the game starts, however, a choice must be made: what is the cult's name? Keep in mind this is not just a cosmetic thing. The name will have an effect.

13
DF Modding / The Numidiad: An Elder Scrolls Mod (WIP)
« on: September 04, 2016, 06:09:52 pm »
Alternate Title: Nchardahrk: New Coke.

Name is a homage to this text

This mod's objective will be to provide a total conversion of Dwarf Fortress using content based on Bethesda's The Elder Scrolls. This is not DF's first TES mod, and likely won't be the last. The first was Deon's Dwemer Fortress, which, after becoming outdated, was succeeded by my own Nchardahrk. Unfortunately, Nchardahrk was my first mod and as such it was a mess of bugs and half-implemented ideas. Putnam's help was invaluable in fixing the first, though the second remained.

As such, instead of simply updating the raws, I'm remaking the mod from scratch under a different name. My Warhammer Fantasy mod has given me a lot more experience both with editing raws, dealing with bugs, and using DFHack.

In a radical departure from both previous mods, Deon's and mine, Dwemer shall not be playable. In fact, they shall not even be an entity. Rather, their constructs and specters will litter the underground, providing danger to those who explore the depths. Their ruins shall appear as "veins", with their own hazards for those who wish to excavate them.

The players will be able to control entities of the races playable in the games from which this mod is based: Imperials, Bretons, Nords, Redguards, High Elves, Wood Elves, Dark Elves, Orcs, Khajiit, and Argonians. All others shall feature as unplayable, to both attack and trade with. Unlike the Warhammer Mod, I do not plan to release one at a time: instead it will be all in one go. The mod will also feature an excessive number of creatures, as I am wont to include in any mod I make.

As for how long this will take to make, I truly do not know.

14
DF Modding / Teneb's D&D Content Pack: Reboot (WIP)
« on: May 31, 2016, 01:06:44 pm »
Thread is undergoing renovations.

Old version thread

What is this: This will be a total conversion, with maybe an alternate version that includes only the creatures as a stand-alone thing compatible with pretty much everything else.

Why a new thread: Because I am making this from scratch. I am unhappy with some of the decisions I made with the previous attempt with the mod that are quite frankly incredibly hard to revert due to the sheer quantity of stuff there. Furthermore, I've learned quite a bit from making the Warhammer Fantasy mod, and I plan to apply those things here. I'll also be changing my methodology a bit, as I'll start with stuff from the 5th edition and work my way backwards through the versions.

15
General Discussion / Latin American Politics: Moralism
« on: March 22, 2016, 09:10:17 pm »
Alternative titles: The OTHER Ameripol Thread; The South of the Border Wall Politics Thread; Everyone Forgets About This Thread
Anyway, before anything else the rules:
-Don't break forum rules.
-Don't attempt to start flame wars.
-Don't do personal attacks.
-Don't condone atrocities.
-Snip quote pyramids since the forum tends to act up when big ones are created. Also we're not Aztecs, come on.
-Try to keep the discussion about politics.
-Goofing around, as long as it doesn't cross over to being offensive, is ok.
-America is a continent.

Links to other polithreads: Glorious DPRK, USA, Middle East, East Europe, European Union, East Asia, Australia and more Asia.

Discussing historical events is ok, as are current ones. If things start to heat up, I WILL lock the thread for a while until everyone becomes chill again. Please, let's not get the thread locked like the various Europol threads of yore. Ideological derails are also OK as long as people remain civil.

There was some massive wall here but fuck it nobody read it anyway. LAmerica best America.

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