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Dwarf Fortress => DF Modding => Topic started by: Mr Frog on July 02, 2012, 04:36:06 pm

Title: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Mr Frog on July 02, 2012, 04:36:06 pm
This is intended as a general repository for any mods I make that I deem worthy of shitting up other peoples' raw/ folders. Feel free to report malfunctions, balancing issues, and other disappointments.

Mods for Version 34x:

Spawn of Holistic (http://dffd.wimbli.com/file.php?id=6608): The Detective's children rise again! (Now with Greater Spawn!)

Maej (http://dffd.wimbli.com/file.php?id=6609): A new species playable in Fortress Mode. Most notable feature is the restriction of labours and positions by caste. Still needs balancing.

Banshees (http://dffd.wimbli.com/file.php?id=8058): A new hostile race for Fortress Mode. Can harm dwarves through walls, making turtling a very bad idea. Untested, so expect weirdness.


Mods for Version 40x:

Trash Golems (http://dffd.wimbli.com/file.php?id=8950): A new semimegabeast for Fortress Mode. Spews poison everywhere.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 03, 2012, 12:32:19 pm
Now to find my desktop.....




yay isint moving !!FUN!!? ::)
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Lurking Grue on July 04, 2012, 06:29:28 am
Its like adding a Nightmare Difficulty setting to the game.  :P
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 04, 2012, 12:35:32 pm
Yeah, you really have to haul ass with the defenses if you don't want to get shredded. I'd make the Spawn arrive later if I didn't find the mad dash to get an effective military set up so perversely enjoyable.

I think I should also mention that Spawn are immune to death by magma. They do burn, but that just makes them more deadly.

Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 06, 2012, 04:11:34 pm
we must start a fortress on this.
and i know about Spearbreakers, but we might PLAN this one a bit.

also, WHERE I PUT THE FILES?!>!>!
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Revanchist on July 06, 2012, 09:01:26 pm
Ahh... Holistic Spawn... You Killed Sirocco you evil beasts! How FUN.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 07, 2012, 09:29:49 am
i like your quote.
and yes, FUN.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Revanchist on July 07, 2012, 12:59:50 pm
i like your quote.
and yes, FUN.
Which quote? I like them all, but that's just me. I agree that our Holy Book (the in-game guide) should be followed... So yes. !!FUN!!

Also, having paused DF to anticipate the update, how much of a nightmare do these Holistics make the dwarves fort?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 07, 2012, 03:40:23 pm
Well, there's additional info in the link, but here's a rundown:
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Revanchist on July 07, 2012, 07:01:35 pm
Well, there's additional info in the link, but here's a rundown:
  • Spawn do not bleed nor breathe and their brains don't do anything. They only die when their hearts are destroyed, they are chopped in half, or (due to an oversight) they are beheaded.
  • Spawn don't feel pain.
  • Due to their lack of bleeding and obsidian hearts, immersion in magma does next to nothing to Spawn. I think it does slow them down due to their legs being injured, but it has the nasty side-effect of lighting them on fire virtually-forever (I'm considering making them flat-out fireproof, as there really isn't any way to combat that when it happens).
  • Spawn have TRAPAVOID and LOCKPICKER (BUILDINGDESTROYER led to pathing errors, sadly), so most passive defense methods don't work.
  • Spawn have no weapons, but they can bite through armour with frightening efficiency due to natural skill and force multipliers.
  • Spawn begin to attack roughly at the same time as goblins.

Quick Question. Are you sane? That's far worse than anything I would do to my poor dwarves. Those things are Ragnarok proofed!
My closing comment: I shall now turn attempt to use one as an adventurer. Kudos on the strange mood.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Sirus on July 07, 2012, 07:04:20 pm
Watching, because I always wanted the Spawn in my games :P
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: GreatWyrmGold on July 07, 2012, 09:20:56 pm
Well, there's additional info in the link, but here's a rundown:
  • Spawn do not bleed nor breathe and their brains don't do anything...
The brains-not-working bit sounds like normal dwarves.

Weren't these things in...Syrupleaf, I think?[/list]
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Corai on July 07, 2012, 09:22:21 pm
Well, there's additional info in the link, but here's a rundown:
  • Spawn do not bleed nor breathe and their brains don't do anything...
The brains-not-working bit sounds like normal dwarves.

Weren't these things in...Syrupleaf, I think?[/list]

They were first introduced to DF in Syrupleaf. Then the raws got lost when megaupload died I think, then Mr. Frog recreated them.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 08, 2012, 04:00:10 am
@Revan:

Ragnarok-proofed, they are XD  Although, these are used in a succession game that is now at Year 7 (I think?) and I personally managed to build a stable fort during testing without even having to turtle much, so they *can* be weathered.

Honestly, I give 80% of the credit to SA for coming up with the concept; all I really did was translate it to .34xx and add a SPECIAL SURPRISE in a brief fit of gleeful malice.


@Corai:

Quote
Mr. Frog

8D You're now on my list. The Fun one.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 08, 2012, 02:03:32 pm
so where do we put the files? in data?
i can probaly figure it out
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Meph on July 08, 2012, 06:47:55 pm
I do have a probably less awesomely written version of the spawn in my mod. Would it be ok if I add yours instead,and make them an entity ? Either aboveground or cavern race that can do invasions/ambushes.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 08, 2012, 08:21:26 pm
@Asea:

In your DF folder, there's a folder called "raw". Inside that folder, there's another one called "objects" with an assload of .txt files inside. Put the files there. I tend to make my mods so that you can just drop the files in and play, so you don't have to actually change any existing raws. (NOTE: I can't actually remember the names of the relevant folders without my DF directory in front of me. Yes, this is sad. No, you should not be surprised if I just unwittingly sent you on a goose chase.)

@Meph:

As long as you give credit, you can do anything you like with any of my mods. Print the raws on a wedding cake, if you like.

My Spawn already have their own entity file, though you could probably transplant the creature def into another without much trouble (I'm sorry if I misunderstood you here; it sounds like you have your own entity def that you want to use them with, but I'm a bit blurmy right now).

Out of curiosity, what's the difference between yours and mine?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 08, 2012, 08:27:06 pm
Mr Frog, if you could make the demons into the Greater Spawn, you will have my heart forevermore.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 08, 2012, 08:31:40 pm
Mr Frog, if you could make the demons into the Greater Spawn, you will have my heart forevermore.

Careful what you're pledging, there 8]

Still, I suppose I now have a project for the next couple days.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 08, 2012, 10:47:00 pm
You'll all likely be pleased to know both that I managed to get Greater Spawn both to appear in the Circus and participate in the Parade and that the GS were apparently capable of using their EXTRA-SPECIAL SURPRISE on dwarves even before Hell was breached. Unfortunately, the latter had to be worked around for the sake of playability, so the EXTRA-SPECIAL SURPRISE is now more of a SLIGHTLY-SPECIAL SURPRISE.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 08, 2012, 11:27:51 pm
Truly, you are Vox Nihili's successor, Frog.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 09, 2012, 01:03:31 pm
whats the extra special surprise then?
also, dose this mean that i have to download this ANOTHER TIME?!
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Meph on July 09, 2012, 01:54:07 pm
I dont know the exact difference. The raws I have I got from a succession game OP, and I havent compared them to yours. I dont mod currently, just checking the forum.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 09, 2012, 03:08:58 pm
Greater Spawn are now working in full capacity and pretty much just need to be balanced. I've never successfully opened the Circus before, so I'm not really sure what sort of threat level I'm going for. Some input here would be greatly appreciated.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Meph on July 09, 2012, 03:33:20 pm
Custom demons will only spawn in the first wave if they are flyers. Otherwise you have to defeat the first wave, and they will show up as wildlife on the map borders.

Since demons are generated, you can have anything from one-hit-dead stuff made of salt, ash and similar stupid things, but also deadly-poisinous-centipedes... hit or miss.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: aussieevil on July 09, 2012, 03:54:27 pm
Yikes.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 09, 2012, 06:41:36 pm
Yeah, I kind of realized about the flying thing... which is why Greater Spawn now have leathery wings. A necessary deviation, I'm afraid.

They're at least theoretically killable, though they hit even harder than normal Spawn (due to increased strength, force multipliers, natural skill, and claw/tooth sharpness) and their EXTRA-SPECIAL SURPRISE can cause nastiness if you get enough attacking at once (which is pretty much all the time), though it has the potential to backfire on them. They're also harder to kill, due to not dying from decapitation and not suffering from spinal damage (not sure whether to apply these fixes to normal Spawn).
Notably, Greater Spawn are vulnerable to atomsmashing, due to being the same size as a dwarf.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 09, 2012, 07:48:44 pm
YAY!
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 09, 2012, 09:59:04 pm
IIRC the original Greater Spawn were tough enough that two legendary-in-all-skills-wearing-adamantine dwarves went down very quickly.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 10, 2012, 01:31:10 am
Hmm, so I guess 'theoretically-killable' is enough. As it stands, direct dwarf-on-GS combat invariably ends in defeat for the dwarves unless the GS are very few in number* (which is extremely-unlikely to occur in actual play), but I'm sure solutions will be found by sufficiently-determined players.

I'm going to keep them for a bit in case I have any more brainwaves, but I think it'd behoove you:
you will have my heart forevermore
to get that Ξobsidian daggerΞ ready 8D

*Offhand Note: Due to the way the EXTRA-SPECIAL SURPRISE works, the fight actually becomes exponentially more dangerous as the scale increases. A team of 40 dwarves facing 10 GS is actually in about 10x more danger of being EXTRA-SURPRISED than a team of 8 dwarves facing 2 GS. Don't worry; I've already come up with a (somewhat-kludgy, though pretty seamless on an aesthetic level) fix for this.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 10, 2012, 08:24:44 pm
heres a quesiton, can we have a meji fort? and no i cant spell.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Hugo_The_Dwarf on July 10, 2012, 08:41:22 pm
meji??
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 10, 2012, 08:50:45 pm
the second mod.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 10, 2012, 10:59:24 pm
Um, yes, Maej are playable in Fortess Mode. You could say that's what they were designed for, actually.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 11, 2012, 06:19:36 pm
i know.
can we have a bloodline fort on the forums with it?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 11, 2012, 06:52:19 pm
i know.
can we have a bloodline fort on the forums with it?

Quote
As long as you give credit, you can do anything you like with any of my mods

It'd be silly for me to put it up for public download if I wasn't comfortable with people doing whatever they want with them :) Thank you for asking first, though.

I'm not sure if it's really popular enough, though, and there are still balancing issues with the drones. I'd recommend first playing it by yourself and reporting any issues so I can fix them. It'd suck to be halfway through a succession fort only to find that drones are too weak/hax and enemy invasions are unkillable/a joke.

I might start one myself later on, but I'm not feeling up for the responsibility right now. I probably should finish with my Spearbreakers writing obligations before even considering managing my own succession game. Feel free to start your own in the mean time.



I haven't had any further breakthroughs regarding the Greater Spawn, so I'm considering declaring them finished.

However, during the course of making the GS, I created fixes for the issues where Spawn would die when their heads were removed (despite the head not containing anything important) and where Spawn would be disabled by broken spines, and I'm currently debating with myself whether to apply these fixes to standard Spawn, the main issue being that fixing them will make Spawn even harder to put down.

I'll be putting up a poll on the matter soon, because !!DEMOCRACY!!.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 11, 2012, 07:17:17 pm
well, since i cant post images or saves {nor do i want the responsibility} i was hoping that someone else did it.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Meph on July 11, 2012, 07:33:41 pm
About the poll:

Cant you just remove the head, and put a "tought" organ somewhere inside the upper body ? No pointless decapitations, but critical-hits would still be possible.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 11, 2012, 07:37:55 pm
dito
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 11, 2012, 07:38:31 pm
About the poll:

Cant you just remove the head, and put a "tought" organ somewhere inside the upper body ? No pointless decapitations, but critical-hits would still be possible.

That's actually more-or-less exactly how the Spawn work right now -- their brains lack a [THOUGHT] tag, which is instead on their hearts. The problem is that their heads still have the [HEAD] flag, and the game treats any decapitation as fatal regardless of whether the removed head actually contained a thought organ.

Spawn in Syrupleaf have heads, therefore these Spawn shall have heads. The 'fix' simply removes the [HEAD] flag.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 11, 2012, 07:47:58 pm
bah.
add something with a head tag thats protected.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Meph on July 11, 2012, 07:50:21 pm
Ah, ok. In that case I vote (and did indeed vote on the poll) for fixing the decapitation problem, by removing the fatal head-tag. I always envisioned them to be rather headless to be honest. Like this. (http://www.blogcdn.com/news.bigdownload.com/media/2009/09/serioussamhdsept24100013setp25.jpg) (disregard the weird people on the pic, it is just from google.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 11, 2012, 09:23:45 pm
I always thought of them the way they were drawn. :P

(http://lparchive.org/Dwarf-Fortress-Syrupleaf/Update%2015/4-holistic.png)
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Hugo_The_Dwarf on July 11, 2012, 09:26:15 pm
Ah, ok. In that case I vote (and did indeed vote on the poll) for fixing the decapitation problem, by removing the fatal head-tag. I always envisioned them to be rather headless to be honest. Like this. (http://www.blogcdn.com/news.bigdownload.com/media/2009/09/serioussamhdsept24100013setp25.jpg) (disregard the weird people on the pic, it is just from google.
Or are those people you and your highschool sweethearts muhahahaha jk :P

I think decap should not kill them however leave in being chopped in two as a kill shot.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Meph on July 11, 2012, 11:03:36 pm
Germany has no highschools, and my gf has a lot more tattos and piercings than that ;)

Apart from that, thanks a lot for that picture, I did not knew that fanart about them exists, I thought the mouth was on the upper body. But now I dont know why cutting of the head shouldnt kill them... looks simple to me, cut off head, monster dies...
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 11, 2012, 11:08:23 pm
@Reudh:

Huh, I thought their maws were on their torsos.

Also, the beard around the mouth, there... err, yeah, looks like my nightmares tonight will have a... feminine touch. Ahem.

@Hugo:

That's the plan, yeah.

@Meph:

IIRC, the maw started at the base of the jaw (merging with the actual mouth) and ran down the center of the upper body. The majority of the maw looked to be on the torso, so that's where my version has it, but there's a lot of variation between depictions.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Hugo_The_Dwarf on July 11, 2012, 11:10:37 pm
Then the plan is in motion.... lol

And lol at the "nightmare" just be glad those are only on spawn females
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 11, 2012, 11:11:38 pm
Yeah, that picture's not entirely accurate. It's the closest representation I could find, but yes, their maws start on their face and extend to about stomach level.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 11, 2012, 11:16:41 pm
Didn't Chance II post some lovely anatomical drawings back then? I can't find them, though :(
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 12, 2012, 04:31:51 pm
Okay, as it looks like everybody who cares enough to vote has done so already and fixing just decapitations has had a healthy lead right from the start, I'm locking the poll and getting to work.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 12, 2012, 04:33:44 pm
YAY!
can we still have a fort of meji?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 12, 2012, 05:14:53 pm
Naturally, DFFD craps out just as I have something to upload :V  I'll try again later.

YAY!
can we still have a fort of meji?

If by that you mean 'Will you start up a maej succession fort?' ...Maybe later.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 12, 2012, 05:21:58 pm
ok.


yays!
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 12, 2012, 06:59:39 pm
New version of Spawn is now up.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Corai on July 12, 2012, 07:00:31 pm
OFF TOPIC

Whats a Maei? Something in the mod?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 12, 2012, 07:27:47 pm
OFF TOPIC

Whats a Maei? Something in the mod?

Corai Unki: Adequate Troll

Anyways... Yes, Maej are another mod I have up in the OP, if you'd looked (so, not as off-topic as you thought :p). They're a fortress-playable race of sea-anemone-bug-things. Look in the OP for the relevant links and info. It's a seperate file listing from the Spawn (I could have packed it in with the Spawn as a 'free sample', but that seems a tad abusive :p).

I'm not really sure how to describe them, if that's what you're asking... there's not a lot of actual animals to compare them to. I tried to base them off of cnidarians (http://en.wikipedia.org/wiki/Cnidaria), but that sort of went out the window at some point.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 12, 2012, 08:53:00 pm
Frog, what do you think about the Australia mod that was briefly floated in the Hellcannon thread? I'd love to take a crack at it.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 12, 2012, 10:01:51 pm
Frog, what do you think about the Australia mod that was briefly floated in the Hellcannon thread? I'd love to take a crack at it.

I'm not sure what exactly you're asking here... Did I hit my head at some point..? I'm unusually-dumb today...

If you're asking if I'd want to do it... I'm certainly open to persuasion. Extra-dangerous wildlife can be a fun challenge to deal with. My favorite fort ever so far was a 31.25 fort founded in a Terrifying forest full of sentient, bloodsucking trees (I'd upload the raws, but it seems like overkill what with all the new horrors 34.xx has in evil regions).
I'm mostly concerned about the number of creatures involved (Australia has a lot of horrifying animal life). It'd be hard to give each one the proper amount of creativity and attention.

If you're asking if you yourself should do it... um, go ahead? Not my call.


Incidentally, I believe you promised me a human heart earlier?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Meph on July 12, 2012, 10:06:03 pm
Quote
sentient, bloodsucking trees

Nice. Do they drop wood upon death ?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 12, 2012, 10:07:00 pm
Well, like I said, Australia's got the Gympie-gympie, a stinging tree, though not sure how I'd make that outside of it being an immobile creature.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 12, 2012, 10:16:52 pm
@Meph:

Dropping logs on death would have been a nice touch, but they didn't :/ They just ran around, stabbed things, and were really hard to damage.

@Reudh:

An immobile creature would work, but why stop there? I speak from experience when I say that a herd of full-sized ambulatory trees is the single most horrifying thing a fortress can face, and the wightwoods weren't even poisonous.

Still, I think complaining about not being able to implement a proper gympie-gympie in this case is a bit like complaining about not having a flamethrower when you're sitting in a neutron bomb stockpile :V
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 12, 2012, 10:23:41 pm
True. I think I will endeavour to at least make the gympie-gympie. That'll be a horror in Savage biomes. :D
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 12, 2012, 11:02:48 pm
BONUS CHALLENGE: Give them realistic tissue layers.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 13, 2012, 12:38:51 am
Ugh, it'd probably just end up as a humanoid with the materials swiped from the trees, and IMMOBILE tag. They'd have a dust attack (does that harm the user?) that releases dust that causes first Extreme Pain then death.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 13, 2012, 12:57:48 am
Yes, to my knowledge, dust catapults the caster as well. Which I suppose means you'd end up with deadly-toxic trees that are capable of powered flight :V

Isn't this your mod we're discussing, though? I'm happy to discuss this, but I'm not really sure if this is the place :-\ Sorry if I'm being dense.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 13, 2012, 02:05:50 am
Yes, but I was asking because the Modders Workshop seems to be dead, and you're the person who seems to be the most adept at modding without reaching into the land of 'total conversion modders'.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 13, 2012, 02:10:59 am
Yes, but I was asking because the Modders Workshop seems to be dead, and you're the person who seems to be the most adept at modding without reaching into the land of 'total conversion modders'.

Understandable, but still... PMs, grasshopper. *nods sagely*
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 13, 2012, 01:02:31 pm
.....
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 13, 2012, 01:07:51 pm
.....

If you don't have anything to post, don't post anything.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 13, 2012, 01:09:16 pm
but i did have something to post.
it was:
.....

OR:
"shit. i was going to say something awesome but i forgot it so ....."
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Reudh on July 13, 2012, 06:16:19 pm
A silence is not a post.

Don't be postin' if it's useless. Frog put this up here to invite comments, not silence. :P
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 13, 2012, 06:27:33 pm
BAH!
silence IS a comment
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 14, 2012, 03:03:39 pm
*made during consumption of the purest awesomesause known to life. but you dont live in lyons ny so yount dot get*

can the maej get a ranged weapon?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 14, 2012, 09:49:17 pm
I considered it, but I couldn't work out a way to get it to gel nicely with the drones. Maej artisans gain mechanics experience faster, though, so setting up complex traps should be a bit quicker.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 15, 2012, 01:39:37 pm
bah. you still need to make the weapons...... can there be a armor bit with a ranged weapon? or a ranged weapon in a shield?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 24, 2012, 01:09:53 pm
is this dead?
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Mr Frog on July 24, 2012, 04:52:16 pm
For now. I'll resurrect it later if I make something new.
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on July 24, 2012, 06:32:42 pm
bah. HUMBUG! >:(
Title: Re: Spawn of Holistic, and other stuff I modded
Post by: Aseaheru on August 01, 2012, 09:16:59 pm
mr frog, i just made a map with the maej and the new spawn..... and a group of maej are imp worshipers!
the group is the "familial volcanoes" or somesuch, the imp deity is concerned with about 20 things. including mountains, volcanoes, and revelry.
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Mr Frog on October 21, 2013, 10:39:17 pm
Banshees have been tentatively added. Any help with playtesting would be greatly-appreciated.
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Aseaheru on October 22, 2013, 02:35:31 pm
I could try if wanted. Even though I have never found the clowns...
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Mr Frog on October 24, 2013, 03:31:15 pm
Banshee's aren't part of the circus; they attack the same way that gobbos do.
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Aseaheru on October 24, 2013, 03:53:59 pm
Guessed, its just that in many ways I have never done anything.
For instance, I have never gotten a king, even when I had over 300 dwarves.
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Lordsservent-san on August 26, 2016, 04:54:59 pm
Hey Mr Frog, I did a little testing my with you 40.xx spawn in 43.05, and I found that they could not get through steel armour with their biting or claw attacks. So, would you consider making the spawn a custom bone plan that is equal in strength and sharpness to steel, to allow them to tear dwarves apart through steel again?
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Aseaheru on August 26, 2016, 05:10:33 pm
 Theres been some reworking for them with Spearbreakers 2, but Im not sure if just the spawn are available, or for that matter if the modded stuff itself is lurking anywhere in the original spearbreakers thread...

-edit-

Here is the stuff to the full mod, you should be able to just pull out the updated Spawn. (http://www.bay12forums.com/smf/index.php?topic=102730.msg7044565#msg7044565)
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Lordsservent-san on August 26, 2016, 07:49:16 pm
Theres been some reworking for them with Spearbreakers 2, but Im not sure if just the spawn are available, or for that matter if the modded stuff itself is lurking anywhere in the original spearbreakers thread...

-edit-

Here is the stuff to the full mod, you should be able to just pull out the updated Spawn. (http://www.bay12forums.com/smf/index.php?topic=102730.msg7044565#msg7044565)
Thanks for the link, now I just need to set up a drop box account to get it.
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Reudh on August 26, 2016, 10:06:39 pm
Nah, you can just click "No thanks" then click to view, then download. S'what I did.
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: MrLurkety on May 13, 2017, 12:01:43 am
Will the Detective's Children work in v43.05?
Seems like they should, except for the Greater Children inhabiting the circus; I don't know if you can do it anymore.
Title: Re: Spawn of Holistic, and other stuff I modded (UPDATED 10/21/13)
Post by: Lordsservent-san on May 13, 2017, 09:46:48 am
Will the Detective's Children work in v43.05?
Seems like they should, except for the Greater Children inhabiting the circus; I don't know if you can do it anymore.
The Detective's children do work in 43.05, though I don't know if there are any greater spawn in the circus as I have never played long enough to dig that far down.