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Topics - Hugo_The_Dwarf

Pages: [1] 2
1
Tilesets and Graphics / Rogue Fable II Tileset
« on: August 01, 2019, 10:02:37 pm »
This Tileset was brought on by the forum post http://www.bay12forums.com/smf/index.php?topic=174378.0 and takes artistic inspiration from the New Grounds rogue-like "Rogue Fables II"

The game itself is 40x40 but this set is 20x20 as most graphics in RF2 is basically extra thick (1x1 pixel is actually 2x2 in the game)

NOTE: I am perfectly fine with anyone taking this, and improving it, or using it as a base or parts for any other tilesets. I made this on a whim for the above mentioned post, and not really going ham as something I'll be supporting. So really this exists as a one off from me. Feel free to take/salvage/butcher this as you see fit (crediting me would be nice, but not needed either)
DOWNLOAD

Files inside the .zip are:

RF2ts.png - this is the exported tileset for use
RF2ts.xcf - this is the GIMP project file (I use GIMP for my photo editing/art)
RF2ts.psd - GIMP let me export the .xcf projectto a Photoshop format (not sure if this works for PS or not as I don't own it)

Some Changes also need to be made to make the set "look" *better*

data/init/init_d.txt
-[PILLAR_TILE:28]

raw/objects/plant_grasses.txt
-All surface grass tiles that are '.' or ',' or '`' or ''' should be changed to 29
-All cavern grass tiles that are '.' or ',' or '`' or ''' should be changed to 18


2
Due to my own personal Mod I created this Tileset to fit the sprite dimensions that I plan to use,
Non-Square sets are quite unpopular but I figured someone might like something that is close to
vanilla DF but also closely resembling Diablo's Font "AvQuest" and other Celtic fonts.

Recently started working on this again, and I have gotten the hang of tileset making, and started on some sprites/graphics to go with it, just started so it's no where close to complete but it's a start.

Also some changes to "init_d" will be needed, and some changes to "plant_grasses.txt" as well. The grass one is optional, but makes it look much better.

Spoiler: File Changes (click to show/hide)

You can Right-Click and Save-As the below image [This is the Tileset]
Currently redoing some stuff, will upload when I'm finished tweaking

3
DF Modding / New Mod Ideas
« on: November 02, 2017, 01:14:22 pm »
I've re-written this OP, as I figured I'd go in a different direction.


Mainly I will be slowly redesigning vanilla DF, a sort of overhaul. I think dwarves will be the last to touch in the 1st pass. As mainly I want to rework elves, and goblins.

Current / Done / Not Started / In Scope:

  • Phase 1
       
    • Elven Rework
           
      • Elf bodysize returned to 70k
      • Elf Immortality removed (except for a very rare caste), 3 castes (normal ~500 years, uncommon ~1000 years, rare immortal)
      • New 'Good' tree called Ironbark that is used in 'silverlight' and 'silverweave' metal alloys (magic + silver + ironbark wood = silverX alloy)
      • Elven Weapons and Armor
      • Elven Noble/Position Upgrade (Will probably leave most but there are new castes+creature_class for real elf nobles)
         
    • Goblin Rework
           
      • Remove Goblin Immortality
      • Move Goblins to the woods, mountains, and deserts (as variants)
                 
        • Forest Goblins, Use copper and bronze, with minimum gear (more tribal)
        • Mountain Goblins, Use Iron and heavier weapons and armor
        • Desert Goblins, Use Iron and Bronze, with medium and some Arabian gear (so far just vanilla weapons and armor/clothes)
             
         
    • Misc* Changes
           
      • New Weapons, Glaive and Long Bow
                 
        • Staff Weapon, PIKE fast two handed blunt weapon
        • Bow, Blowgun and Long Bow now default to having a "dagger" with them for combat
        • Bow and Long Bow also have a "short sword" version as well
        • Ranged Weapon values upped
             
      • More creature attacks. Backhand, Grasp(weak can latch blunt attack), Elbow Strike, Thrust Kick, Knee Strike, and Head Butt
                 
        • Forearm bash, and shoulder tackle
             
      • Streamlining some Trees, making fruit/food bearing trees more rare.
      • New Evil monster Ghoul moved to another project
      • Brain is now left and right sides, so a simple bruise isn't death right away
      • Dwarves given Halberds, Great Axes, and Mauls (all resized to allow them to be used)
         

2nd Phase:
Planned race to fill in the gap of the missing Dark Fortress civ (since goblins will be moved), it will either be orcs or fiends (lesser demons, closer to imps and gremlins)

Troll rework, currently they are some sort of horned, tusked, underground Sasquatch. To stone like creatures (Rough stone skin, flexible crystal muscle, powdery ether core) which will have different variants that look, fight, and perform differently.

3rd Phase:
Specialized Pets for races, Rock Hounds for dwarves (not made of rock, and also not a dog. Think of a mix between a Croc and a German Shepard), Purring Maggots will be made cat-sized and be a grazing and milkable creature for dwarves. And Mountain Goats (wagon pullers, yarn, pack animals) the pet list of dwarves will shrink considerably. Elves will probably just use whatever they can like they do now. Humans will still use COMMON_DOMESTIC, goblins will prefer wolves (wolf riders).

Special Workforce pets/creatures that can pad your fortress's workforce

4
DF Modding / Interactions Broken?
« on: October 25, 2017, 10:07:35 am »
Was hoping to get back into modding, but it seems Interactions are broken.

Broken in the way they are used by the AI

It seems the only way to have them use a "Use this whenever you can" interaction requires them to be in combat (no usage hint)
However for friendlies (use this only on your friends) you need the Usage hint GREETING or CLEAN_FRIEND and only works in adventure mode, fortress mode AI don't care.

What happened and why? I don't see a new INIT option for "save CPU by making AIs not use interactions/check interaction use in calm times"

Or is it because I have Df-Hack installed and it's running some "Optimization" script disallowing AI to use Interactions how they used to?



Because of this I can't make the mod I wanted
Workshop > Mage > Syndrome that allows transforming raw creature to shaped creature

if the mage won't do the transform in fortress mode, it's pointless. And having the mage be in combat at this crucial stage is not an option, and is rather over complicated (the process is complicated enough as is)

5
DF Modding / Syndrome Advances?
« on: May 29, 2017, 07:17:47 pm »
Been a long time since I've made a topic on here.

Decided to possibly get back into the groove of DF modding, and noticed some new tags, mainly ones for Syndromes.

SYN_IDENTIFIER which I gather from the wiki allows you to chain syndromes together (relationships) like all types of snake/reptile venom could be on identifier allowing for the new Creature tag [SYNDROME_DILUTION_FACTOR:REPTILE_VENOM:150] making that creature resistant to all syndromes identifying as REPTILE_VENOM by 50% (as it says 100 is the full effect)

Can you have more than one SYN_IDENTIFIER? And I forgot can you have more than one SYN_CLASS as well?

with the inclusion of SYN_CONCENTRATION_ADDED:x:x (min:max? or amount added:max amount gained) does this mean we can have a repeated syndrome to allow learning of interactions? (Or were interactions ignoring the SEV attribute and just added instantly? Been awhile)

does SYN_CONCENTRATION_ADDED accept negatives, could this be used to create "cures" for other syndromes (combo of same SYN_CLASS? or would SYN_IDENTIFIER be needed as well?)



Anyone do any advances into syndromes in the last 3 years?


6
Decided to create a special type of hybrid community roleplaying game with a new mod that I'm currently working on until the new release of DF, This decision came to me when I was making this mod and that a great deal of my friends are avid DnD players and overhearing how their roleplayed games went, and seeing how a good deal of games on here are in the aspect of roleplay why not combine both?

Here is the detailed layout of the game will work:
Spoiler (click to show/hide)

tl;dr quick run over (and lacking) layout of gameplay.
  • Pick a solider and start as a Private, free 20 units, 1 squad
  • Rank up with kills, missions, deeds, suggestions. And make money.
  • Join up with other players and rank up together, or hinder them through deeds
  • 3 actions per season (12 per year), actions are for deeds
  • Deeds are managed through PM's to me, unless it's a global deed.
  • Conversations in roleplay are welcome

Character Sheet: (with examples)
Owner:Hugo the DwarfThe Master
Name:Hugo Derai:001Franko Hanzel:002
Description:A short but burly man, strong belief in loyalty and justice. Shown signs of leadership at a young age, and has shown courage countless times over several skirmishes against the federation.After graduating cadet school with the highest grades in his class, he was chosen to be squad leader of The Screaming Children and some question his sanity, and rumors are that his squad is as insane as he is.
Units:5020


=:Ranks:=
General 16
(very rare/lucky to get this rank,
GM holds it unless DF thinks otherwise
)
Lieutenant General 15
(special)
Major General 14
(special)
Brigadier General 13
(special)
Colonel 12
(2 spots, 20 troops,
extra subordinate squad
)
[14,762,250 points]
Lieutenant Colonel 11
(4 spots, 20 troops,
extra subordinate squad
)
[4,920,750 points]
Major 10
(extra subordinate squad)
[1,640,250 points]
Captain 9
[546,750 points]
Lieutenant 8
(extra subordinate squad,
request personal base
)
[182,250 points]
Sergeant Major 7
[60,750 points]
First Sergeant 6
[20,250 points]
Master Sergeant 5
[6,750 points]
Staff Sergeant 4
(extra subordinate squad)
[2,250 points]
Sergeant 3
[750 points]
Corporal 2
[250 points]
Private 1
[Starter Rank]
=:Upgrades/Costs:=
Cyborg
(regular humanoid body)
[Cost 15,000 credits]
Cyborg War Machine
[Cost 50,000 credits]
  • Right arm equiped with autocannon
  • Ripper chainsaw left arm
Cyborg Death Machine
[Cost 50,000 credits]
  • Right arm equiped with autocannon
  • Multiple Destroyer rocket launcher, left
Cyborg Hellfire
[Cost 50,000 credits]
  • Dual chain cannons
  • Dual rocket launchers
Concrete Blocks
[Cost 50 credits per block]
Units
[Cost 500 credits per unit]

Deeds and other credit related tasks will vary on cost

=:Ways to Rank Up/Down:=
Kills
(player kills)
[50 points]
Kills
(from subordinates)
[10 points]
Suggestions
(that work)
[100+ points (varies)]
Missions
(special ones)
[Points (depends on special mission)]

Failing missions, and some deeds can have a varying amount of rank point loss

9
DF Community Games & Stories / Abbyurn [STORY] a strange outpost.
« on: May 24, 2013, 01:55:01 am »
[OOC] This is a story fortress as it says in the topic but I'm welcome to giving humans out to those that ask and writing up about their experiences aswell, I've acaully started this for a bit and have a population of 68 as of this writing, I have this format that you can use for picking a human

Name: Kinda need this, humans have silly names like "Boat, Toast, Bust, Window, etc"
Personality: This is optional if none is given I'll use the humans preset personality
Profession: If none provided you will get a random human
Gender: same as above will just pick if none is prefer'd
BIO: this is kinda background info, if none is provided you are basically a prisoner or someone in dire need of work.

I will also do other requests like "I don't want to be in the army" or "Can I be an *** kisser" also will be moving this to the OP aswell.
[/OOC]


I grew up in your standard run of the mill farming community, I helped my ma' and pa' milk the goats and feed the pigs also lived with three other families in one slightly too small of a house. But this wasn't the life for me it was just too boring, too repetitive at most maybe a giant or greenskin ambush would come to attack but those were handled by the militia and if it wasn't dealt with in good time the city guard would ride in and finish off the event, one time a few over zealous goblins broke off from their warband of orcs and torched the fields, but that is as close to anything really violent that I've ever been.

Now you're probably wondering why I am telling you my life story, however abridged I've made it, is because I did something that changed my life. Forever.

   Events of 103, mid summer.
"How much longer till we get the the chosen location Toast? We have been on the road for roughly 11 months." asked the irritated Client that I had to transport to "his" new facilities, these alchemists and their extravagant demands "We are about a months travel away sir, soon your long journey will finally reach its climax." "Very well, I guess that's what I get for going to the southern ice wastes to investigate a strange occurrence around a frozen volcano." at this the thin lipped and robed client fell silent, likely lost in his thoughts

* * * * *


"W'at the bloody 'ell is t'at" said Bust my best friend as he pointed at a troop of guards that had a strange looking wagon between them "I'm not sure" "Well it's like to be a bloody noble, t'em being all high and like." Bust spat on the ground and hefted the bag of rat weed to his other shoulder "C'mon David, 'ets get this harvest back home. 'ere the wolves get 'ungry" he let out a bad imitation of a fell laugh, which I chuckled at because it was just so terrible.
"Yeah, also I want to see what is in that wagon"
"Oh no David last time you gon' and done something like t'at we almost got arrested"
"Come on Bust, where is your sense of adventure? Not like anything interesting happens here"
"W'at you talkin' aboot, c'urse a plenty things of interest 'appen 'ere, just last week a goblin made off with Feb's socks."
"That's not interesting, it's annoying. Well anyways lets hurry up and get this home." Bust nodded and we trotted off towards home, which turned into a race.

* * * * *

The wagon creaked to a halt in front of the Inn which had a weathered sign that swung gently in the breeze 'The Cryrout' was written on it. Sighing and stepping off the wagon which would have been a relief for one sitting for a long time, only it was agony as my back muscles cried out in pain from the bouncing around on the rough roads and my legs where shaky from not being used for awhile. The walk to the door was quite awkward but I could care less, been a few weeks since I have gotten to sleep in a decent bed, hell even a meager bed "Hi t'ere how may I 'elp you?" broke my train of thought as the Inn keep spoke in a rather difficult to understand accent, reaching into my pocket I felt two objects and tossed them at the keep "A room for myself, food and drink for them men outside." the keep was shocked to see two golden coins with the symbol of the council stamped into them "r-right t'is way sir."

* * * * *

"Well Bust, what do you think is in it?"
"I 'unno but that noble don't walk like any noble I've seen b'fore, I t'ink we should just go back home and forget this."
"Nope, I want to know what's in that wagon" without waiting for Bust I crept towards the wagon making sure to stay in the shadows of the town houses, I saw Ann come out of her Inn with some tankards and handed them out to the guards, couldn't have happened at a better time. Keeping low I dashed to the wagon while the guards where distracted by Ann a few even made some cat calls towards her, hooking a hand on the wagons top step I vaulted myself to the riders platform landing gracefully like a cat. Turning back I saw Bust quietly climbing up I gave him a wink which he probably missed due to the darkness, and passed through the wagons compartment flaps.

* * * * *

I could hear some commotion outside the room's window so I walked over to see, just curious as to see how Toast's men would react to "positive reinforcement" for their devotion and loyalty. Looking out the window I could see the guards receiving tankards of the local brew, which around here is made from rat weed 'sewer brew' is what they call it. But something else caught my attention as two figures were moving around my wagon, turning towards the door I made for the stairs at a fast pace.

* * * * *

The inside of the wagon wasn't as ornate as a nobles, more of a wealthy merchant, if said merchant didn't take care of their belongings. There wasn't much that was shiny or looked to be of value, but I saw a writing case, unlike Bust and most of the villagers my father thought me how to read and write which probably accounts for me not having the local accent. Opening the case I saw a mess of papers strewn about but on the very top was an interesting note, on the top it read 'Mysterious Glowing Powder Found at impact site After the long 8 month travel to the ice wastes to investigate the fallen star I have discovered a interesting material around the edges of the impact crater, which also activated the frozen nearby volcano, it is a green glowing powder which shows signs of great magical energy. So far no known adverse effects to lifeforms but still have it in Rai Class Containment just to be safe, I will bring this sample to Abbyurn for farther research. - Xer' what is this? And why is so quiet... It's quiet. Putting the note back and closing the case I bolted for the exit only to have it blocked off by a rather burly guard, which promptly grabbed my arm and hauling me into the twilight.

10
DF Community Games & Stories / The Tome of Palisades [Succession]
« on: April 27, 2013, 02:06:50 pm »
THE
TOME
OF
PALISADES

The Tome of Palisades is a group of 7 Dwarven refuges. A long time ago in the Mechanism of Griffons a great mountainhome,
a group of angry Kobolds known as the Lengendary Warriors of Space attacked. This was an extensive battle lasting all of 6 years.
The Legendary Warriors of Space wanted the Giga Drill artifact, while the Mechanism of Giffons' residents wanted to display it in a room for Royalty.
Eventually, 7 dwarves got real tired of the Legendary Warriors of Space's shit, and left. Thus began the expedition of the Tome of Palisades.
Their goal now is to build something much more profound and glorious then the Giga Drill...
Clockwork Automations.

This is a Succession fortress using a unreleased version of Regeneration: Forced Evolution. (V1.4 Alpha)

the rules are as follows:

1.Players must complete 1 year (spring to spring) *If fail to finish your year will be skipped and next players starts from last save
2.No savescumming *less of course something massively major happens due to accidental oops (this would be an accident that killed the whole fort dies)
3.You have roughly a week to finish your turn
4.No intentional killing of dwarves

This is the year the expedition began, the raiding form the kobolds known as the ledgendary warriors of space was a endless cycle, no matter how many died or failed they still came like the morning sun. So the Tome of Palisades decided to take the Giga Drilll with them in secret in hopes of diverting the kobolds, they left in the middle of the night; it was a smooth trip even if it was long. When we arrived we parked the wagon and unhitched the animals and set about a plan of action.

Journal of Toxicshadow
Much happened this year, our fort was dug, a wall was build around the enterance, farms were started, a quarry was built, stockpiles were flooded. However, before this could happen, out of despiration we had to raid a caravan. We were in need of metals mostly, but everything that came with it was nice too. Unfortunately, not a single dedicated bedroom was built. Our bedrooms were carved and smoothed, but there wasn't enough beds to begin dedicating rooms. We need to work heavily on our booze industry, as well as crafts/metal work. Lastly, our military was started; we organized our first Squad.

Turn List:
(Green done, Yellow inprogress, Red Skipped, White waiting)
1.Toxicshadow
2.Hugo_The_Dwarf
3.The Master
4.MainMan879
5.Hugo_The_Dwarf
6.MainMan879
7.The Master
8.MainMan879
9.The Master
Hopefully can subjugate some more into this list.


11

Godsatin "Godlysatin"
Invasion of the Rogue Shaper


The year is 200, the high council has fragmented itself leaving chaos in the Dignified Kingdom as exiled elves,
the green skins, and undead run rampant through the lands of man. I am desperately trying reunite the council but one
refuses, and I have no choice but to act fast. I have sent seven of my closest servants to scout out and prepare a siege
on this rogue council woman, this fellow Shaper.

And this is the story...



I am creating a fortress with the newest version of my mod "Regeneration: Forced Evolution" embarking as humans on a castle (embark anywhere) in the hopes of overcoming the lady (High Council Woman Construct Creamcopper, Shaper) and taking her castle for our own, and begin a new order that will protect the weak from filthy elves, green skins, and banish the undead. But one step at a time, a group of unskilled peasants now sit at the castle door and have been tasked with preparation of the invasion which means the making of weapons and armor, and training in the use of them. Welcome for some Knighting (picking a human to be named) and once I capture the castle I will open this up for secession. A current list of the populace is here:

NameGenderProfessionClaimed
"Ryan" Law ZephyrflaxMaleNone so far, hopes to be a knightYes
"Alric" Modest WheelcontrolMaleNone so far, hopes to be a knightYes
"Riley" Bear DateshakeMaleNone so far, hopes to be a knightYes
Soldier KingdomhearthFemaleNone so far, hopes to be a knightNo
Night TuglatherFemaleIs the leader of the starting seven, hopes to be a knightNo
Daub TakersteelFemaleNone so far, hopes to be a knightNo
Amuse CouplecatchFemaleNone so far, hopes to be a knightNo

Turn List (once the castle is taken):
  • The Master

The air was warm with a refreshing breeze that just kept you from getting too hot, I stood on the hill overlooking the hill careful not to be seen by any sentries. I could hear my crew dismantling the wagon for extra wood, as we would need all the wood we could get when we start building some shelter behind this hill. Setting up a smithy would be nice if we had room to carry a anvil, have to wait for our contact to come with more supplies 7-9 months from now. Gives us plenty of time to prepare and come up with a plan of attack, right now all we have is seven axes and picks that are not even good quaitity metal, made only for work. I returned to my crew to help finish up with the unpacking.

A few weeks later we had a small structure setup and a small mine dug out even a small farm patch made up, rooms were setup inside and the supplies arranged accordingly throughout the small building that we will call home until more soldiers come, and supplies.


12
Mod Releases / [TC/RTS]: Dwarf Fortress, Command & Conquer (v1.2)
« on: December 25, 2012, 10:59:31 pm »
First Release of DF CnC, if you ever felt like DF should be like an RTS (make units, make money, rule all) then this mod hopes to aim for the stars, and shoot them down.

So this mod is based strongly around RTS elements such as you collect materials to reduce to credits, and then use those credits to buy items and materials, or attempt to pay for upgrades for certain units. Units come in the from of rapidly maturing children, even though they are born full adult size. To start the unit making process a motorized puller must be transformed into a replicator, after that every 6 months more units will be made, from 2 to 5 at a time.

Humans have no emotion because people die so often as that is the point of an RTS and a tantrum spiral just makes no sense as they would simply kill themselves off (would make it a rather difficult RTS if your units just up and kill each other) some features like machinery or special buildings are taking a bit of time to manufacture and getting the game play down to something tolerable and manageable is getting there aswell.



CREDITS
Suds Zimmerman and the rest of the team that made WH40K: Underhive
because I stole their modified Ironhand Tileset and modded it myself, and their creature graphics
(But they are cool with it)

DETAILS

Story:
Spoiler (click to show/hide)

Setting: Post-Post-Post Apoc
Tech: Mix of watered down future technology and modern equipment
Races:
  • Humans:Alliance of Peacekeepers(playable)
  • Humans:Federation of the Gemini
  • Humans:Mutants(cave)
  • Mutant Insects:Krog
Wildlife:
  • Krog (scouts, spitters, and drones)
Current Features:
  • All materials are dumbed down, there is only 5 stone types
    (stone, hard stone, concrete, obsidian, bedrock), very basic metals,
    soils and such are very basic, same with flora (which is main source of income).
  • There are 4 types of guns (Pistols 9mm, SMGs 9mm, Assault Rifles .32cal, and Scoped Rifles .723cal) With melee weapon attcahments, Combat Knives, and Batons. Making 12 guns in total
  • Cash based ecnomoy (Industrial Credits worth 50 and Stamped Credits worth 1000)
  • Computer Terminals (Construction, Furniture, War and Medical, Upgrades)
    that allow for goods to be bought with credits, and the stamping of credits
  • Recycler to turn crystallized logs, shards and old items back into credits
  • Generator to produce cash from time(free money)
  • Transform motorized pullers to dna replicators to start unit production, or turrets for base defense.
  • Cyborg upgrades that can just make a unit stronger (metal frame, less organs)
    or even make them larger and give them built in weaponry
    (ripper chainsaw, auto cannon, rocket launchers)
  • Krog now have their lesser hive mates roaming around the world for food, be-careful they can sneak up and kill a group of 7 rather quickly if they find you.
  • Can now buy armor materials and make armor at the leather shop to help prevent death.

Things I need to do yet:
Fauna is gone atm until I can make some mutant critters (Feral mutant/crystal hounds, mutant scorpion bats, and giant cockroaches)
Add mega beasts (mutant sabre tooth bull elephant, Giant crystal crab)
Add semi-mega beasts (Giant mutant crystal bat, Mutant crystal scorpion, Centi-Conda (giant centipede mutated with an anaconda)

13
DF Modding / Hugo's Modding Resource
« on: July 13, 2012, 02:13:57 pm »
Hello all:

A great deal know me already so I'll cut to the chase, I have started a Modding Resource for myself and shared it quite awhile ago here http://dffd.wimbli.com/file.php?id=6588

Now I am going the extra mile and going to include all the important tags. And just tags/tokens from the wiki. But I also want to add in "tutorials" or lets say a more detailed explanation of something.

So anyother modders, if you would like to help. write up some tutorials.
And any new modders ask questions, I will compile a FAQ.

This thread will be similar to the other [MODDING] threads (inwhich I'm going to grab links and post them here)

So what can you post?

-Indepth explainations on things. Like if someone asks "How do reactions work?" start from the very basics and break it down into sections.
-Tutorials, like "How do you make a inoganic creature like a BC, but I want it more of a robot which damaging gears is like broken bones"
-Explaining a tag better then the wiki (in this case it may be good to update the REAL wiki aswell.)

-Questions, currently I've been modding too long to even remember any questions I have asked as a newcomer.
No question is too small, too nooby, or lenghthy. They will be added to a FAQ

"Why does my creature not work?"
-does the header match the filename?
-do you have [OBJECT:CREATURE] under the header?

these might be simple trouble shooting questions, I don't want this to be a full out [MODDING] question thread, just a new and adv. modders reasource. With FAQs and tutorials on how to get started, or maybe delve into something new and complex.

Programs/Utilites{*}Links
*} A very useful program:
*}
*} Blast Raw Compiler and Assembler - By MagmaMcFry
*}
*} Some Programs I made to help with modding:
*}
*} Time to Ticks
*} DF Raw Cloner(dropbox)
{*}
{*}
{*}
{*}
{*}
{*}
{*}
{*}

14
In the year 95, the High Council of the Nations of Sacrificing decided that the best way to combat the Undead and Exiles, would be to found a research facility near a volcano. In-which its raw power could be controlled, much like dwarves do below the earth. And with the old general defecting to the side of darkness for immortality, even after his long successful track record against the undead. Things were looking grim, and the fate of a young shaper in training will change forever...


Chapter 1: Founding an Idea

   "Milesnarl this is a fool hardy plan! Do you just think, the liches of the undead legions, are just going to let us walk in and lay claim to a part of their lands? How did you even manage to become one of the nine?" High Council man Manorfaction shouted across the round table, finally reaching his breaking point as this topic had been going on for months. Smoothing his shapers robes, he sat back down as Flaxking spoke up "Gentlemen, Ladies, fellow Shapers. Can we finally come to an agreement on this matter? I suggest something we haven't touched on yet." She sat there waiting for someone to speak up, this idea was so crazy that even she had doubt. "Well? Flaxking go on, I feel we already have shot down every idea we may have made. As one of us is always against an idea, so what is this suggestion?" Harebreed was always a curious one, as he had more to loose if the undead managed to breach the eastren outposts. "We take a note from our allies, the Dwarves. When they found a new fortress, they send only seven. And slowly begin to carve out and build their fortress, do they send more dwarves to help. They are crafty, and know that a small group, is harder to detect, then a full scale operation." Flaxking stood up looking at each of the other Council Members faces, it was an assortment of confusion, and disagreement. "Bah! Flaxking, how will that ever work? The seven we send would be dead in a week, we are not dwarves. Better yet only us Shapers, with our training can handle the stress of underground enviroments. Humans cannot simply dig a hole and live in it, and seven will not have enough supplies, or man power to build safe housing." Milesnarl said with a smuge grin on his face "It will work, I have my apprentice and two of my personal guard ready to go."
"You had this planned out before you told us?" Wavechain spat out.
"Calm yourself Wavechain, I like this idea. I have a master builder, I can send her to be the forth for that team of seven." Crushequal said as she toyed with her hair.
"I will offer three of my people to assist in this, we have to do something. We are running out of time, and I do not want to be sitting here, waiting, for the undead to break into this tower." Leaderyarn was always eager to any of my ideas. The rest of the members slowly started to agree Milesnarl being the last to nod his head.

   I was engrossed in my studies when one of my master's serviles entered my chambers, it bowed and spoke simply "Flaxking, requests you." with that it bowed again, and left. Is Flaxking going to have me do another shaping test? Her tests were always brutal, almost impossible to pass due to her strict need of perfection. Out of all the new students to shaping why did she pick me? Letting out a sigh I gathered my books, and donned my robe which bore the symbol of the shapers on the back. And headed towards Flaxkings throne room...

5 Years Later

   The Undead Legion has been relentless in their hive mind attacks, and the window of opportunity has finally opened. In this time the seven that will be embarking into hostile lands, have been training. The Nations of Sacrificing would have been wiped out 2 years ago, if the dwarves didn't show up as they did. Elves had driven them from the mountians, in which they will not speak about. But with their combined forces the undead's steady march was halted, as humans battled and dwarves built a wall. A wall so great, that it makes the Shaper's Tower look like brittle clay. And any attempts the undead have made to breach, dig under, fly over. Have all failed, as the dwarves were given access to any resource they desired, built machines of war. Not simple catapults or ballista, but hulking machines of metal that could fire lead pellets, or cut down anything living or dead with mechanical saws on each cannon arm. These machines patrolled the walls under and above, as dwarves inspected the wall for damage or imperfections, if any would be swiftly repaired. But there was rarely any.

   With the undead stalled, they instead turned to gathering more dead to serve their needs. Which stalled project "Knightcombine", as their search parties would have found even a small group of seven. But now, now after 3 years. The undead have not only built a forward base nouth of the planned location, but are now massing their forces again. Which gives us the window we need to get in, and setup.

Knightcombine

Well hello all again, yup I am running another Regeneration: Forced Evolution human fortress.
Currently I have 95 humans, 94 of them unclaimed. I have quite a bit of writing to catch up to my 2 in-game years,
and the acaul progress I managed to make. My goal here is to get a trade caravan from the High Elves, Fight off the Endgame baddies.
And get the High Council (all 9) to come to my humble fortress. Currently I have a large slate, and shale apartment complex built.
Because humans will get bad effects from being in caves, which I want to get down to cavern 3 and fight some of my new beasties. To see how deadly they really are.

So come claim a human just ask what you want, and you will receive. Also at some point I will pass this off as a succession. That is if this whole thing doesn't crash from my own insanity. But reclaims are fun too right?

15
Current Download
http://dffd.wimbli.com/file.php?id=6566

This is a direct text dump from the thread that this one is succeeding here: http://www.bay12forums.com/smf/index.php?topic=70558.0

You should goto Lagos's Thread above, as his has been farther updated then mine. And includes most of my changes. So features in 34.11 can be used. Also the fix for the nakedness issue.

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