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Dwarf Fortress => DF Modding => Topic started by: Iados on January 17, 2011, 01:59:51 pm

Title: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Iados on January 17, 2011, 01:59:51 pm
(http://img822.imageshack.us/img822/5442/650pxmonstersscalesmall.png) (http://images.wikia.com/monsterhunter/images/2/20/MonsterSize2.jpg)

Monster Hunter Universe (DOWNLOAD) (http://dffd.wimbli.com/file.php?id=3703)

This mod adds everything possible from the Monster Hunter Games to Dwarf Fortress!
A short list of features:
- Naturally, the Monsters, from the commons Velocipreys to the steel-covered Kushala Daora and the huge Raviente!!
- Improved bones, for increased difficulty (this also makes bones a good choice for weapons and armor!)
- Wyvern leather (10X better than normal leather) and Draconic leather (like steel!)
- Adventure mode bone and leather crafting!
- Monster Hunter weapons, from the Sword & Shield to the Gunlance and the Bowguns!
- Coating for arrows and bolts! Power (aka fire), Poison, Sleep and Paralysis!
- Elemental bullets! Craftable in Adventure mode, they are effective against wyverns weak to a particuar element. Elements are:
--Fire
--Thunder
--Ice
--Water
--Dragon
- Monster Hunter plants (cookable, brewable, and used in adventure reactions).
- Metals!
--Dragonite: Good for weapons.
--Carbalite: Good for armor.
--Dragonite Steel: better than steel. Combine 1 steel + 1 dragonite.
--Carbalite Steel: better than dragonite steel, worse than adamantine. Combine 1 steel + 1 carbalite + 1 dragonite steel (50% chance of succes, 80% of producing meltable scraps)
--Eltalite: Very rare, but even better than adamantine
--Union: Can duplicate every other metal!!
- Felynes as an entity and playable race, both in adventure and fortress mode!!
- "More Creatures Version", with wyverns found around like normal beasts... for who wants an extra challange!

Creatures completed (as 15/04/2011, v0.4.6 ). Orange names are coming in the next update
Spoiler (click to show/hide)

Current Bugs and Issues
Spoiler (click to show/hide)

Spoiler: CREDITS! (click to show/hide)
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 18, 2011, 03:33:51 am
bump

P.S.:Gravios almost completed
Title: Re: [WIP] Monster Hunter Creatures
Post by: Deon on January 18, 2011, 04:17:30 am
What do you mean by saying "bump"? Is it a type of monster? :)

You can upload files to http://dffd.wimbli.com.
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 18, 2011, 04:58:16 am
thanks a lot, i'm updating main post...
Title: Re: [WIP] Monster Hunter Creatures
Post by: Halconnen on January 18, 2011, 12:21:34 pm
Interesting project.

I'm looking forward to the finished result. :D
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 20, 2011, 03:11:19 pm
updated! raptor wyverns are all in.

next step: finishing desert creatures!
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 23, 2011, 03:15:08 am
ok I have 2 problems.

first: the giant enemy crab Daimyo Hermitaur is very, very weak. I want to give him a tougher skin, so it will give some little protection at the weakpoint. Actually, even a cow can inflict massive damage mortal wounds to a Daymio!
But the tissues/material modding confuse me a bit, how i can do it?

second: the errorlog is full of "CEPHALOS:MALE:upper body: No tissue thickness" messages.
what i did wrong?

Code for the Cephalos:
Spoiler (click to show/hide)
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 24, 2011, 10:32:04 am
never mind, resolved everything.

Now the felynes and then i'll upload the new version!
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 24, 2011, 03:31:08 pm
Released version 1.1.3! Felynes, cephalos/cephadrome, hermitaurs and Daimyo Hermitaurs are in!

Also... don't worry to post comment/suggestions/bug report!
Title: Re: [WIP] Monster Hunter Creatures
Post by: Black_Legion on January 24, 2011, 05:04:43 pm
Are the bones/ materials from these creatures enhanced so that you can make effective weapons/ armor out of them like the games or are they more like the vanilla version where your better off with metal items?
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 25, 2011, 11:33:03 am
bone are still weak like in Vanilla DF for now. I'm gonna make them useful in some future update :)
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on January 30, 2011, 02:37:57 pm
was very busy this days, but i finally find some time to update! the desert area is finished, so i'll switch to 0.2!
Are the bones/ materials from these creatures enhanced so that you can make effective weapons/ armor out of them like the games or are they more like the vanilla version where your better off with metal items?
bone are still weak like in Vanilla DF for now. I'm gonna make them useful in some future update :)

better wyverns bone will come in the next update along with new forest creatures.
my idea is this:
Title: Re: [WIP] Monster Hunter Creatures
Post by: Black_Legion on January 30, 2011, 03:25:50 pm
was very busy this days, but i finally find some time to update! the desert area is finished, so i'll switch to 0.2!
Are the bones/ materials from these creatures enhanced so that you can make effective weapons/ armor out of them like the games or are they more like the vanilla version where your better off with metal items?
bone are still weak like in Vanilla DF for now. I'm gonna make them useful in some future update :)

better wyverns bone will come in the next update along with new forest creatures.
my idea is this:
  • Small creature like velociprey will have bone with stats equivalent to copper
  • Carapaceons = silver bones
  • Small wyvern like the Yian Kut-ku = iron bones
  • semimegabeast wyverns = bronze bones
  • Megabeasts = steel bones
  • Fatalis & co =  maybe blue metal (f**k yeah!)

Sounds good, it will make hunting more useful, especially in low metal embarks. Having Yian Kut-ku is a must, too bad you can't implement Khezu behavior as that would be a terrifying creature to face. Given how invincible a squad of steel clad dwarfs are it would be a welcome wake up call for many if you had a beast who could turn their armor against them. Keep up the good work.
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 01, 2011, 11:20:56 am
new month, new update! apceros and kut-ku will now popoulate your forests.

And don't forget about bones! Killing MH creatures by attacking the head is a BAD idea now (try to penetrate a skull made of iron!)
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 03, 2011, 11:59:57 am
another faster-than-light update: Rathalos/Rathian (i made them castes of a single "Rath" creature) and Kelbi as i said... but because Mosswine are boring to code, i added the Kushala Daora as a megabeast. Enjoy!
Title: Re: [WIP] Monster Hunter Creatures
Post by: Alkhemia on February 07, 2011, 02:50:58 am
Will you add the color variation like the gold and silver Rathalos/Rathian? Also how far are you going to go of the games will we see portable 3rd creature?  A Yama Tsukami would be awesome and for magma you could add the Volganos/Lavasioth the english name is so lame for this

Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 07, 2011, 06:09:55 am
updating again! Mosswine, Yian Garuga and Gypceros as promised.

But i also noted a thing: you can't normally make bone weapons!! so i added a custom Hunter's Workshop, where your bonecarver can finally equip your army!

Will you add the color variation like the gold and silver Rathalos/Rathian? Also how far are you going to go of the games will we see portable 3rd creature?  A Yama Tsukami would be awesome and for magma you could add the Volganos/Lavasioth the english name is so lame for this

For the color variation i already made it, but  they are only descriptors, like "Her scales are gold" for the gold Rathian.

For the creatures i'm working now on Monster Hunter Freedoom 2 creatures. But probabily i'm going to mod in Raviente every creature in the series in the time.
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 10, 2011, 03:07:39 pm
Updated again!
Vespoids are very weak singularly, but they have an annoying paralizing poison: and they attack in HUGE group. And i said that they can fly?

Hornetaurs can't fly and don't have a poison.

Lastly i changed hunter's workshop graphics a bit. But it still suck, if somebody can give an idea :)
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 12, 2011, 11:25:52 am
took some time to see the true power of my creatures...

(http://img135.imageshack.us/img135/797/kushalaattack.jpg) (http://img135.imageshack.us/i/kushalaattack.jpg/)

guess i should add [TRAPAVOID]
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 17, 2011, 11:32:08 am
update... INCOMING!

here is it, Monster Hunter Creatures v 0.3, now with Big Pink Farting Apes (Congas and Congalalas)!

And Chameleos. He don't have a steel skin like his friend Kushala Daora, but he has 3 different poisons: the first cause drowsiness and is an undirected gas. the second cause dizziness, the third heavy, never stopping lungs necrosis, and are shot directly at you. Ah, and they are a dust, so the Giant Cave Spider Silk Sock of the soldier that just died can be even more lethal of the Chameleos itself :) !

Lastly, adventure mode crafting, but still nothing very advanced, only bone weapons for now. I'll expand it during the time :)

Also: the mod works perfectly for 31.19, but doesn't have any of the new caracteristic. They'll come as soon as possibile!!
Title: Re: [WIP] Monster Hunter Creatures
Post by: Seriyu on February 18, 2011, 12:58:27 am
Is there a way to tell right off bat what bones are what?

I'm not particularly familiar with monster hunter (I like the concept of it, I just don't have the consoles for it), so a creature by creature key would be nice.
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 18, 2011, 03:13:46 pm
for now you can take a look at the raws... Under every creature [BODY_DETAIL_PLAN:STANDARD_MATERIALS] tag, you find
Code: [Select]
[REMOVE_MATERIAL:BONE]
[USE_MATERIAL_TEMPLATE:METAL_BONE]
where METAL is the name of the metal (so IRON_BONE, STEEL_BONE, ecc...).

i'm going to add it to the main post when i find some time
Title: Re: [WIP] Monster Hunter Creatures
Post by: Seriyu on February 18, 2011, 04:31:59 pm
Oho, that'll do.

Thanks! Enjoying the mod.  :D
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 19, 2011, 11:34:31 am
New Version Out!! A small bugfix and eggs. Next step: improving Adventure Craft and Blangos
Title: Re: [WIP] Monster Hunter Creatures
Post by: Alkhemia on February 19, 2011, 07:52:14 pm
Hmm your Chameleos do not live very long one die in year nine of old age but something odd is going on in year 103 it fought an Orc and killed him....did it become a zombie?...
Edit:I found a Rathian that die 3 times, maybe it not the mod odd
Title: Re: [WIP] Monster Hunter Creatures
Post by: Seriyu on February 20, 2011, 04:34:22 am
Just noticed that the carve bone spear reaction makes a bone war hammer instead.
Title: Re: [WIP] Monster Hunter Creatures
Post by: Iados on February 20, 2011, 04:52:12 am
Hmm your Chameleos do not live very long one die in year nine of old age but something odd is going on in year 103 it fought an Orc and killed him....did it become a zombie?...
Edit:I found a Rathian that die 3 times, maybe it not the mod odd
he has [MAXAGE:1000:10000] maybe he just spawned old... going to change it to 9000:10000 :P

Just noticed that the carve bone spear reaction makes a bone war hammer instead.

Fixed in the next release :) now! Updated!

Blangos and Blangongas are like mountain Congas and Congalalas.
Also, added armor for the Adventure Mode Crafting.

Next update: poison for arrows in adventure mode! naturally this will also introduce some MH plants like Nitroshroom or Sleep Herb!
Also Popos and Anteka.
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on February 22, 2011, 01:28:49 pm
New Update! I'm sorry to say it but syndromes on boiling arrow didn't worked (toafy please make inorganic syndromes work!) so i abandoned this part of the project...

But i modded in Tigrex, along with his favourite snack (aka Popos) and Antekas.

Next step: Khezu, Kirin, and Monster Hunter themed weapons like the Hunting Horn or the Bowgun!
For the Hunting Horn music it will be a little surprise...
The flying musical note strikes the goblin in the head and the severed part sails off in an arc!

Lastly, I added some image link to the main post. More info about the creatures you fight!
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: smeej on February 22, 2011, 06:49:49 pm
Fought a kelbi. Took me a really long time to kill it and when it was all done, I had 50 hooves. Dunno if that's the way it's supposed to go. :p

Haven't found any monsters yet T_T
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: goukaryuujin on February 22, 2011, 11:47:17 pm
you... are... god.....
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on February 23, 2011, 11:22:19 am
Fought a kelbi. Took me a really long time to kill it and when it was all done, I had 50 hooves. Dunno if that's the way it's supposed to go. :p

Haven't found any monsters yet T_T

found the bug, actually the entire kelbi was made out of hooves (!!) due to a forgotten "[" in [BODY_DETAIL_PLAN:STANDARD_MATERIALS]. Fixed in next release. No, it wasn't that, still made entirely of hooves... I'm looking for the error now!

you... are... god.....

thanks a lot :)
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on February 27, 2011, 05:04:50 am
Released v 0.3.4!

As Adventurer you can craft now weapons from monster hunter:
-Sword and Shield = A small sword, very light but it hasn't any blunt attack. Obviously, as the name says, it's always used with a small shield
-Dual Swords = a pair of swords like the one from the Sword and Shield. Very fast!
-Great Sword = HUGE and slow sword, you must multigrasp it. Naturally can inflict heavy damage
-Longsword = Think about a katana. Very good at slashing but not at stabbing. Lacks blunt attacks.
-Switch axe = From MH3, an axe and a sword combined. Multigrasped
-Hammer = Huge hammer, slow to attack but very powerful. Multigrasped
-Hunting horn = A lighter hammer. In MH you can play with it and the music gives powerup... But since in DF is impossible to do that, you can use it to launch deadly notes made of random metals. In two words, Death Metal :)
-Bow = the same as DF. Just made the reaction to create it.
-Lance = Long and good at stabbing. Not very powerful, but always crafted with a shield.
-Gunlance = Half gun, half lance. It doesn't fire projectiles, the shot is a melee attack.
-Light Bowgun = a bit more powerful than a crossbow, fires very small shots.
-Heavy Bowgun = Bigger, more powerful, but multigrasped bowgun.

Also, Khezu: this wyvern is likely to ambush you in caverns, swamps, and mountains. Fixed the Kelbi bug (evidently the game doesn't like { [PET] } as a token (the {} were put by the Lazy Newb Pack exe when i removed exotics :) )

Next update: something HUGE. Believe me, it will be HUGE
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: irdsm on February 27, 2011, 08:18:49 am
Next update: something HUGE. Believe me, it will be HUGE
Lau shun lung from mh1?
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on February 27, 2011, 11:31:02 am
Next update: something HUGE. Believe me, it will be HUGE
Lau shun lung from mh1?

This. And also another BIGGER thing :)
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: SirAaronIII on February 27, 2011, 01:58:35 pm
Plesioth? Or do you already have that?
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Alkhemia on February 27, 2011, 02:58:32 pm
Plesioth? Or do you already have that?
That already in. I think it might be ether the Fatalis or Raviente
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: SirAaronIII on February 28, 2011, 01:11:35 am
Oh. Well I'm guessing either Barioth or Nargacuga (sp?). Those might not be as big as what he intends, though...
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on February 28, 2011, 11:29:19 am
Fast update is fast!

First, the small Kirin, forget to add it in the previous release.

Second, Raviente! This huge, tusked serpent has 10 zeros of body size. And he can throw rocks at you. And naturally most of his hits will send dwarves flying.

Third, the Lao-Shan Lung, a gigantic dragon. Normally is smaller than a Raviente (7 zeros)...
but i discovered a little fact: the Lungs you fight in the game are the babies! Check it here: Link (http://monsterhunter.wikia.com/wiki/Size#Trivia)
so, after a VERY long time (2000 years!) they reach their full size of 100000000000!!

Enough big? No! Next update will add Shen Gaoren, Akantor, and maybe some other Elder Dragons!
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Alkhemia on February 28, 2011, 11:32:26 am
Fast update is fast!

First, the small Kirin, forget to add it in the previous release.

Second, Raviente! This huge, tusked serpent has 10 zeros of body size. And he can throw rocks at you. And naturally most of his hits will send dwarves flying.

Third, the Lao-Shan Lung, a gigantic dragon. Normally is smaller than a Raviente (7 zeros)...
but i discovered a little fact: the Lungs you fight in the game are the babies! Check it here: Link (http://monsterhunter.wikia.com/wiki/Size#Trivia)
so, after a VERY long time (2000 years!) they reach their full size of 100000000000!!


Enough big? No! Next update will add Shen Gaoren, Akantor, and maybe some other Elder Dragons!

......This will be Painful
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Excedion on February 28, 2011, 01:36:18 pm
Hmmm have been playing for two hours and only thing ive seen different is felynes. Is this a bug or am i just unlucky?
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Seriyu on February 28, 2011, 07:19:18 pm
I'm pretty sure a lot of the more iconic monster hunter monsters are megabeasts/semi megabeasts.

Maybe some of the not-megabeasts are underground?

But yeah I haven't seen anything short of aptonoths and kelbis. I'm sure biomes affect this too.
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: KarolineDianne on February 28, 2011, 10:13:50 pm
I actually genned a world with nothing but the creature_standard and wyvern files. The only things I saw were kelbi, the occasional mosswine, and maybe an aptonoth. Absolutely nothing else anywhere.

Even the quests only sent me after bandits and night creatures. I saw no wyverns of any kind. ever.

Made me sadface.
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: SirAaronIII on March 02, 2011, 06:37:06 pm
Maybe we could try making them have higher populations. Or check legends mode and see if any of the megabeast wyverns die from some unknown reason.
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: goukaryuujin on March 02, 2011, 09:30:12 pm
Is it just me, or are there no population numbers in most of the wyvern raws? Or am i juat being an idiot again?  :-\
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: SirAaronIII on March 03, 2011, 12:20:47 am
Yeeeeeah, there's population numbers for a couple, but not for all. I'm not exactly a modding pro, so I don't know what to do.  ???
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: goukaryuujin on March 03, 2011, 12:32:23 am
Well, i added pops to everything and i have alot more history with many more of the species than there were. i have even found some wild popo in adventure mode, sttill looking for the wyvern populations.... I may try some more SCIENCE aswell and just set all of the min pops to somthing horendously high  :P
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on March 03, 2011, 07:16:45 am
thanks a lot i totally forget about the [POPULATION_NUMBER] token!

going to add it now!
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on March 03, 2011, 10:33:50 am
OK, update!

first of all, added the forgotten population tokens!

new creatures: Shen Gaoren is a giant crab. smaller than a Lao Shan.

Akantor is... this (http://monsterhunter.wikia.com/wiki/Akantor). He lives un caverns and magma.

For other modders, if you want to add Akantor-like fangs to another creature, add you can use [BODY_DETAIL_PLAN:HUGE_FANGS:MATERIAL] where MATERIAL is the material you want to use (just remeber that the material will always be surrounded by the fang material ;) )

Also, 100 downloads!!
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: SirAaronIII on March 03, 2011, 08:14:12 pm
That's about to be 101 (or so). So far, looks great!
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: KarolineDianne on March 04, 2011, 11:59:03 am
Hey, I'm finally seeing velocipreys and such around, and I got a quest to kill a Cephalos. Nice. They're showing up now.

However there is one thing I would like to ask: Would it be possible to make this more compatible with the Wanderer's mod? At the moment, skin and scales don't seem to work right when tanned and cleaned, and you can't make gut thread using any of the wyvern creatures.

I'm not entirely sure what the conflict is, but it's preventing me from making Velociprey scale armor and other such fun. The bones work just fine, but the hides won't tan.

Would it be possible to fix that?
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on March 05, 2011, 08:49:26 am
i took a look at the mod: it uses creature variation tokens for tanning scales and drying guts.

You can add them to the creatures if you want. Or just wait for the next release, i'm adding right now leather crafting!
Title: Re: [WIP] Monster Hunter Universe
Post by: Iados on March 06, 2011, 05:32:37 am
UPDATE! No creatures this time: More Crafting!!

Skin can be tanned in leather and then used to make armor. If you want to use scales, you need to add  [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] at the default scale template. I included this thing in the installation instruction :)

Second, who remember about this?
Next update: poison for arrows in adventure mode! naturally this will also introduce some MH plants like Nitroshroom or Sleep Herb!
Well, i found this awesome mod (http://www.bay12forums.com/smf/index.php?topic=69205.0), and i need to thanks a lot the author (CrimsonEon)! Finally advenurers can use Bows and Crossbows with poison ammo.

How it works.
4 new plants: Toadstool, Nitroshroom, Parashroom and Sleep herb.
You can't pick up herbs normally in adventure mode, so i made a reaction that gives you some of this plant. Then you need a green glass vial (craftable for free).
At this point, combine one of the plant with the vial. This will give you a --- coating vial, where --- is the effect of the vial.
Toadstool -> Poison (necrosis)
Nitroshroom -> Power (fire)
Parashroom -> Paralysis
Sleep Herb -> Sleep

The vial does nothing alone, but you can combine it with an arrow or a bolt to coat it with the poison (this will also give you back the empty vial). Now, SHOOT!

Finally, Changed the mod name to Monster Hunter Universe!
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: skaltum on March 06, 2011, 06:00:07 pm
Awesome! but what about the monsters from the other part of minegarde? (tri and mhp3rd monsters)

do you plan to add these to the mod?
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: SirAaronIII on March 06, 2011, 11:16:04 pm
They'll most likely be coming along later down the line.
Title: Re: [WIP] Monster Hunter Universe
Post by: Iados on March 08, 2011, 12:53:34 pm
It's a bird? It's a plane? No, it's a bird UPDATE!!

Remobras are like flying snakes. And they spit poison.
Ceanataurs are like Hermitaurs, but they live in caverns and swamps. The Shogun Ceanataur is a bigger Ceanataur.

I also expanded color variations: now they are different castes. So far there are only Rathalos (normal, azure, silver), Rathian (normal, pink, gold) and Shogun Ceanataur (normal and terra).

Lastly, added two new leathers: wyvern leather, createb by tanning skin and scales from rathalos, khezus, etc, is 10 times better than normal. Draconic leather is made from elder dragons, shen gaorens, etc, and is equivalent to steel (but lighter).


Next Step: More color variation, Yama Tsukami, Fatalis, and MH metals!!
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Patchouli on March 08, 2011, 02:51:15 pm
You could make a caste for Raths so that they have a 1:1000 chance of dropping a plate to properly simulate the angst of Monster Hunter.

I love MH, actually messed around with the idea of making a mod a while ago too, but Touhou called for me, and I didn't know how I'd want the weapons to work.
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: skaltum on March 08, 2011, 08:59:22 pm
to be fair although i havnt tested them in this mod yet, i'd make a gun lance use the crossbow cast, only it does [PIERCE] instead of blunt, and the ammo would be a generic bullet with something like a velocity of 300 and a fire force of 330 or something like that
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: SirAaronIII on March 09, 2011, 01:11:12 am
CURSE YOU AND YOUR FAST UPDATES GRAAAAH
Just kidding, but really, it's kinda getting annoying genning one world and then poof! New update means I have to regen. Got a solution?
Title: Re: [WIP] Monster Hunter In Dwarf Fortress!
Post by: Iados on March 09, 2011, 08:16:11 am
CURSE YOU AND YOUR FAST UPDATES GRAAAAH
Just kidding, but really, it's kinda getting annoying genning one world and then poof! New update means I have to regen. Got a solution?

don't worry, new updates will be bigger and slower :)
Title: Re: Monster Hunter Universe Mod V 0.3.8
Post by: Iados on March 12, 2011, 12:24:35 pm
can't... wait.... I... must.... update!!

UPDATE TO v0.4!!!

new things:

-Yama Tsukami, a giant flying octopus.

-Fatalis! A very powerful black dragon, and has 2 color variations: crimson, with dragonfire breath, magma-secreting scales and glowing; and white, with power over electricity!

-Metals!! In MH metals follows a progression "A is better than B, that is better than C" etc..., so i took some freedom in modding them
--Union: this pink metal is totally useless by itself... but you can combine it with a bar of any other metal to duplicate the second. In other words: 1 union + 1 anymetal --> 2 anymetal. Found in small clusters
--Dragonite: a green metal, can't be used for armors. Is light, so is better using it for edge weapons. Found in veins.
--Carbalite: the opposite of dragonite, good for armors. Is found in veins. Purple colored!
--Eltalite: a rare ore, found in clusters of one inside union. Better than steel, but worse than adamantine. Red, like Armok's favourite liquid

-Color variations: copper blangonga, red khezu, black tigrex and rusted kushala daora!
Title: Re: Monster Hunter Universe Mod v 0.4
Post by: irdsm on March 12, 2011, 05:10:47 pm
I've been thinking about how to make the gunlance. I've taken the liberty of making a small mockup of what it might be like

Spoiler (click to show/hide)
All the number are pretty arbitrary and based roughly on other weapons.

note: Since blunt weapons and edge weapons depend on different material properties for effectiveness I might suggest making a metal with properties that is effective for both blunt and edge weapons.
Title: Re: Monster Hunter Universe Mod v 0.4
Post by: skaltum on March 12, 2011, 05:17:06 pm
^_^ let the blood for the blood god flow

also epic battles in he skies between rath pairs and giant eagles and batmen hehe
Title: Re: Monster Hunter Universe Mod v 0.4
Post by: Mandango on March 12, 2011, 09:03:17 pm
love what you're doing, I'd just like to maybe ask if you could edit your first post to have something of a guide/wiki in case we forget which metals/bones do what, etc.
Title: Re: Monster Hunter Universe Mod v 0.4
Post by: Iados on March 13, 2011, 08:16:03 am
I've been thinking about how to make the gunlance. I've taken the liberty of making a small mockup of what it might be like

Spoiler (click to show/hide)
All the number are pretty arbitrary and based roughly on other weapons.

note: Since blunt weapons and edge weapons depend on different material properties for effectiveness I might suggest making a metal with properties that is effective for both blunt and edge weapons.

good idea... changing gunlance in this way, with attack numbers changed a bit.

Also, a little look at a thing that will take a LOOOOOONG time to complete: a tileset!
(http://img231.imageshack.us/img231/3051/tilesetexample.jpg) (http://img231.imageshack.us/i/tilesetexample.jpg/)
As you can see, i'm trying to substitute the normal characters of DF with the item icons of MH.
Actually, it sucks, especially the stones (tried to use armor sphere icon), but when it will become good enough i'll release it :)



Title: Re: Monster Hunter Universe Mod v 0.4
Post by: skaltum on March 14, 2011, 04:47:32 pm
Keep up the good work :D
Title: Re: Monster Hunter Universe Mod v 0.4
Post by: goukaryuujin on March 18, 2011, 08:52:54 pm
bump
Title: Re: Monster Hunter Universe Mod v 0.4
Post by: Iados on March 19, 2011, 03:56:31 pm
finally, new update! was busy with a very important and dwarfish thing (http://en.wikipedia.org/wiki/Bulletstorm) :)

In this update i added descriptors ("his scales are blablablab" etc) and color varitions to all creatures. It was very boring, this is why it took so long to complete :P

Changed the kushala's wind from a breath attack to a secretion: now you can stop the wind by breaking the horns, like in MH!

Changed Dragonite to be a metal good for all kind of weapons (not only edge)

Every creature now has working child and baby tags! For this, removed hermitaurs and ceanataurs as creatures, but child daimyos/shoguns are now named like them

Changed sizes, according to the in-game ones: MH size x1000 for every creature except 'preys (MH size x100). This means creatures are more similar in size... and generally bigger.

Fixed some little bugs with reactions: missing bone axes and sword, a test reaction i left in for mistake, and fixed a wrong name.

Lastly, a surprise creature!! Search for it in deserts, mountains and forests (or check the raws if you are lazy)

P.s.: removed also the "Run copy_files.bat" in the installation instruction... was thinking of an auto installer but i completely failed.
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: Person on March 19, 2011, 11:26:23 pm
Good mod so far.

Don't forget the Kelbidrome.
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: goukaryuujin on March 20, 2011, 12:51:26 am
Good mod so far.

Don't forget the Kelbidrome.

YESSSSSSSSSSSSSS
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: Iados on March 20, 2011, 01:59:50 am
re-uploaded the file, the "surprise creature" had a little naming error :)
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: skaltum on March 20, 2011, 04:59:29 pm
i'm guessing a nargacuga or copper barrioth? ;)
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: talrave on March 21, 2011, 01:20:01 pm
Mr. Surprise needs a frill!    ;D
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: Iados on March 24, 2011, 08:32:53 am
three little things to say:

1. Next update will add all the remaining monsters up to Monster Hunter Freedoom Unite!

2. The surprise creatures of the last update are
Spoiler (click to show/hide)

3. Shameless Bump :P
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: SirAaronIII on March 24, 2011, 03:34:08 pm
Oh, so that's what they were. I thought they would be somewhat more rare, because most of my starting 7 dwarfs had at least one bit of
Spoiler (click to show/hide)
leather clothes.
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: uber pye on March 24, 2011, 06:03:33 pm
wow this will make things brutal in adventure mode

me like this

also i sugest you add things from 3

because you can never have too many things wanting to kill you  :)
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: SirAaronIII on March 25, 2011, 12:13:10 am
How are dragonite and carbalite in comparison to steel? Are they better, worse, or equal for their purposes (dragonite = weapons, carbalite = armor)?
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: Iados on March 26, 2011, 02:53:32 am
How are dragonite and carbalite in comparison to steel? Are they better, worse, or equal for their purposes (dragonite = weapons, carbalite = armor)?

they are worse than steel, but a bit better than iron & bronze.

wow this will make things brutal in adventure mode

me like this

also i sugest you add things from 3

because you can never have too many things wanting to kill you  :)
don't worry, I'll add them.

Also...

UPDATE RELEASED!!

Like i said in last update, ALL creatures of first and second generation (up to Monster Hunter Freedoom Unite) are now in.
New creatures, specifically, are Nargacuga, Hypnocatrice, Ukanlos.

There are also Melynx and Shakalakas, with related entities: Melynxs act like kobolds, stealing your items, but i give them [NO_EAT] and [NO_DRINK], so they won't starve to death. Shakalakas, instead are like gobbos, but will steal items instead of your babies, and have some equipment limitations: they can only use masks for helm protections, and as weapons they have short swords, maces, and bows.

Also, first release of the tileset!! It's 16x16, and changes the following icons:
Meat --> MH Rations, etc...
Flask/Waterskin/Vials --> Potions
Bags --> MH Sacs
Remains --> Bone icon
Cut gems --> Decorations
Metal Ores --> MH Ore.
Coins --> MH training school coins.
Question Mark --> MH Question Mark (the one used for some monsters icon, like the fatalis)

And finally, 200 Downloads!! Thanks everybody!!

Next update: i'll add sacs organs to all creatures (screamer, flame sac, etc), elemental bullets, and probabily some new creatures.
Title: Re: Monster Hunter Universe Mod v 0.4.2
Post by: uber pye on March 26, 2011, 12:05:19 pm
sadly to many megabeasts caused my world creation to slow down to a halt  :(

edit: nevermind thats just my computer  :( :( :(
Title: Re: Monster Hunter Universe Mod v 0.4.2
Post by: talrave on March 26, 2011, 12:09:46 pm
I'm not seeing the "things to add"  file in the latest upload... 
Title: Re: Monster Hunter Universe Mod v 0.4.2
Post by: Iados on March 26, 2011, 12:20:13 pm
I'm not seeing the "things to add"  file in the latest upload...

reuploading the file... accidentally i deleted "things to add" instead of the empty "tileset" folder. Now you should find it :)
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: goukaryuujin on March 26, 2011, 01:31:48 pm
How are dragonite and carbalite in comparison to steel? Are they better, worse, or equal for their purposes (dragonite = weapons, carbalite = armor)?
Hmmmm i always thought Dragonite and carbalite were used to make high grade steel/metal wepons along with iorn ore...
Title: Re: Monster Hunter Universe Mod v 0.4.1
Post by: Iados on March 26, 2011, 02:28:18 pm
How are dragonite and carbalite in comparison to steel? Are they better, worse, or equal for their purposes (dragonite = weapons, carbalite = armor)?
Hmmmm i always thought Dragonite and carbalite were used to make high grade steel/metal wepons along with iorn ore...

yeah when i added them first time i was a bit confused by material tags... now i understand them a bit better, expect them to change soon :)
Title: Re: Monster Hunter Universe Mod v 0.4.2
Post by: goukaryuujin on March 26, 2011, 02:51:28 pm
Is it right for me to expect some amazing steel varients soon...?
Title: Re: Monster Hunter Universe Mod v 0.4.2
Post by: Iados on March 27, 2011, 03:40:55 am
Is it right for me to expect some amazing steel varients soon...?

yes i was thinking that the actual "pure" dragonite & carbalite will remain the same... with new alloys (steel + MH metal) that will be strong like actual eltalite. And naturally eltalite will be upgraded (is rarer than adamantine... you need to find Union first, have the luck of finding the eltalite, and hoping your miner will actually extract it!)
Title: Re: Monster Hunter Universe Mod v 0.4.3
Post by: Iados on March 30, 2011, 12:31:24 pm
Ok, this was a quick thing.

UPDATE!!

FIRST of all: elemental bullet crafting!

All creatures are now weak to one or two particular elements:
-Fire
-Ice
-Water
-Thunder
-Dragon
I handled this thing with creature class: if a creature is weak to fire it has [CREATURE_CLASS:FIRE], etc...

The bullets are crafted in adventure mode: you first need an huskberry, found with a dedicated reaction. Then you need something to give the elemental power. Your choice is fire herb, ice crystal, a knife mackarel, flashbugs, and dragon seeds (what element is every item should be quite obvious :) ). Now combine them and you have your bullet!
Ah, did i said they are usable only with bowguns?

SECOND, all plants are now eatable and brewable. Dwarves aren't stupid enough to eat raw toadstool, so you need to cook them before.

THIRD, two new creatures. Baggis are like Jaggis, but live in cold areas... and can put you to sleep. And have iron bones. And are bigger. And are blue. In other words, they are the strongest raptors :).
The second creature... is the Lagiacrus!! I like to call it "Ultimate Carp"... and he doesn't need more descriptions. Also, he spits electricity.

FOURTH, all raptor-like wyverns are now [PET_EXOTIC] and [MOUNT_EXOTIC]. I also added the code to the "things to add" file that should (i'm not 100% sure) make the Dungeon Master appointable.

FIFTH, new metals. Old carbalite and dragonite are renamed "pure". Dragonite Steel is obtained by combining 1 dragonite bar and 1 steel bar, and is very good in combat. Carbalite steel is harder to make: you need 2 steel bars and 2 carbalite bars, and you have only a 50% chance of actually creating it. Luckyly, there is a good chance of doing carbalite steel scraps: little piece of metal, too small to use them... but you can [m]elt them down in the smelter to obtain a bar, if you collect enough of them. Carbalite steel is the third best metal, right under adamantine.

Wait, adamantine is the second?!?!?!?

YEAH! Eltalite is better than adamantine!! Naturally is also rarer... quoting myself
you need to find Union first, have the luck of finding the eltalite, and hoping your miner will actually extract it!



LASTLY, Entity updates. Felynes are now playable (actually they were from the last update, but i forget to say it :P ). When embarking, look at the world map: if you see the statue/mountainhome symbol around the map you'll play as dwarves. If you see cities symbols (#), you'll embark as felynes. Also, i made shakalakas more powerful. Let them siege you and you'll discover why *insert evil grin here*.


P.s.: do you like the main post image? I found it on the wiki, thanks to anybody who made it.
Title: Re: Monster Hunter Universe Mod v 0.4.3 (+ tileset)
Post by: skaltum on March 30, 2011, 03:05:17 pm
do you plan to add the new, new critters from Monster hunter portable 3rd?

monsters such as the ice agnaktor, ice barroth, Froggi's, amatsu, Jinouga etc
Title: Re: Monster Hunter Universe Mod v 0.4.3 (+ tileset)
Post by: SirAaronIII on March 31, 2011, 12:27:02 am
Do shakalakas actually carry weapons and armor now? Because before, they still had their jobs (swordsman, spearman, etc) but they were all naked and unarmed.
Title: Re: Monster Hunter Universe Mod v 0.4.3 (+ tileset)
Post by: Iados on March 31, 2011, 07:23:07 am
do you plan to add the new, new critters from Monster hunter portable 3rd?

monsters such as the ice agnaktor, ice barroth, Froggi's, amatsu, Jinouga etc

totally yes!

Do shakalakas actually carry weapons and armor now? Because before, they still had their jobs (swordsman, spearman, etc) but they were all naked and unarmed.

i havn't noticed that bug before. I'm reuploading the file with the fix right now!
Title: Re: Monster Hunter Universe Mod v 0.4.3 (+ tileset)
Post by: Iados on April 03, 2011, 02:11:40 pm
oooook New Update. Small thing

I did some fixes... like Lagiacrus missing [SEMIMEGABEAST].

The "things to add" file includes a lot of new tokens to add.

since i know some mods adds katana to the game, i changed longsword's name in the RAWs changed from ITEM_WEAPON_SWORD_KATANA to ITEM_WEAPON_SWORD_LONG_HUNTER, to avoid every compatibility issue :)

The last thing is an alternate set of Raws, found in the "More Creatures" folder. Playing with these raw makes the game VERY HARD.
All creatures here are [LARGE_ROAMING] and [LARGE_PREDATOR], with some exceptions that are still Megabeast, but attack a lot earlier (Lao-Shan, Raviente, Fatalis). This means that while you walk around in Adventure mode you can be ambushed by a Garuga, a Rathalos (or a Chameleos...), and in Fortress mode dwarves going outside must be careful.
Title: Re: Monster Hunter Universe Mod v 0.4.3 (+ tileset)
Post by: skaltum on April 03, 2011, 04:32:56 pm
oooook New Update. Small thing

I did some fixes... like Lagiacrus missing [SEMIMEGABEAST].

The "things to add" file includes a lot of new tokens to add.

since i know some mods adds katana to the game, i changed longsword's name in the RAWs changed from ITEM_WEAPON_SWORD_KATANA to ITEM_WEAPON_SWORD_LONG_HUNTER, to avoid every compatibility issue :)

The last thing is an alternate set of Raws, found in the "More Creatures" folder. Playing with these raw makes the game VERY HARD.
All creatures here are [LARGE_ROAMING] and [LARGE_PREDATOR], with some exceptions that are still Megabeast, but attack a lot earlier (Lao-Shan, Raviente, Fatalis). This means that while you walk around in Adventure mode you can be ambushed by a Garuga, a Rathalos (or a Chameleos...), and in Fortress mode dwarves going outside must be careful.

oh gawd the garugas T.T

did you give them the prone to rage tag? seeing as they rage waaaaay to easily in MHFU
Title: Re: Monster Hunter Universe Mod v 0.4.3 (+ tileset)
Post by: goukaryuujin on April 03, 2011, 05:40:39 pm
oooook New Update. Small thing

I did some fixes... like Lagiacrus missing [SEMIMEGABEAST].

The "things to add" file includes a lot of new tokens to add.

since i know some mods adds katana to the game, i changed longsword's name in the RAWs changed from ITEM_WEAPON_SWORD_KATANA to ITEM_WEAPON_SWORD_LONG_HUNTER, to avoid every compatibility issue :)

The last thing is an alternate set of Raws, found in the "More Creatures" folder. Playing with these raw makes the game VERY HARD.
All creatures here are [LARGE_ROAMING] and [LARGE_PREDATOR], with some exceptions that are still Megabeast, but attack a lot earlier (Lao-Shan, Raviente, Fatalis). This means that while you walk around in Adventure mode you can be ambushed by a Garuga, a Rathalos (or a Chameleos...), and in Fortress mode dwarves going outside must be careful.

oh gawd the garugas T.T

did you give them the prone to rage tag? seeing as they rage waaaaay to easily in MHFU

They should have prone to rage 75 or some number in that range at least..... (you accually have to set a percentage for that tag)
Title: Re: Monster Hunter Universe Mod v 0.4.4 (+ tileset)
Post by: Iados on April 11, 2011, 05:11:54 am
N-N-N-N-NEW UPDATE!!

First of all, i lowered the prone to rage of every monster to 30... except garugas. They are 75 now, like goukaryuujin said.

I modified the material value of new metals.

The "things to add" file contains a lot of new inforamtions, check it!

New Reactions! Finally MH weapons in Fort Mode!

Lastly, don't worry, i havn't forgotten the tileset :). I was simply out of ideas for the icons... So i did some creature graphics, for 'Preys wyverns. Drome graphics is also included, but i can't get them to work (I already tried the [NATURAL_SKILL:] trick).

Also: 300 downloads!! THANKS EVERYBODY!!!
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: clockwork on April 11, 2011, 07:02:53 am
Don't mean to be a stickler, but, what about the sub-types? They had more brutal AI, and even new attacks! Like the Emerald Congalala? Or the Purple Daimyo? Golden or Pink Rathian? Silver or Azure Rathalos? Are you including all elder dragons? Will there be elder dragon Blood? This is awesome regardless if you add those things or not. Thanks for doing these!!
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: Iados on April 11, 2011, 09:03:07 am
Don't mean to be a stickler, but, what about the sub-types? They had more brutal AI, and even new attacks! Like the Emerald Congalala? Or the Purple Daimyo? Golden or Pink Rathian? Silver or Azure Rathalos? Are you including all elder dragons? Will there be elder dragon Blood? This is awesome regardless if you add those things or not. Thanks for doing these!!
so far subtypes are slightly bigger than normal. The more brutal AI i don't think is possible, but some new attacks are coming.
All the subspecies you mentioned are already inside. Most Elder dragons are in (Lunastra/Teostra and some MH3 ones are missing).
The elder dragon blood... I'm going to add it, but i don't know what it does in-game (i must admit i suck a bit at playing MH :) , did for the first time the village quest that required to kill both Rathalos and Rathian at the same time, and i'm still stuck with the 5 star guild tigrex... but i'm very well informed about late game experiences!)
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: SirAaronIII on April 13, 2011, 12:56:14 am
A Shen Gaoren attacked me soon after embark. I had only 10 dwarves and I hadn't made much wealth yet. Is this normal?
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: Neyvn on April 14, 2011, 05:30:31 am
A Mod I have always wanted to make...

Now to put it to work...


EDIT:: Installing it is a bit annoying...


EDIT 2 :: Ok I stuffed up some how... I have Forgotten beasts and Mosswines as a Hostile Civ...
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: goukaryuujin on April 14, 2011, 06:44:26 am
Ok I stuffed up some how... I have Forgotten beasts and Mosswines as a Hostile Civ...

You sir, are awsome.
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: Ahra on April 14, 2011, 07:04:09 am
Ok I stuffed up some how... I have Forgotten beasts and Mosswines as a Hostile Civ...

You sir, are awsome.
i got the choice to play as one in adv mode.... i hate copypasting.
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: Iados on April 14, 2011, 07:23:56 am
A Shen Gaoren attacked me soon after embark. I had only 10 dwarves and I hadn't made much wealth yet. Is this normal?

Noticed the bug :) Missing [ATTACK_TRIGGER:] thanks you :)

EDIT 2 :: Ok I stuffed up some how... I have Forgotten beasts and Mosswines as a Hostile Civ...

probabily you installed both the "More Creatures" and the normal one. The creatures files name are different(like creature_wyvern_forest and creature_wyvern_forest_more), so it causes duplicates :)
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: Neyvn on April 14, 2011, 05:46:59 pm
Yeah, I know that you have a readme. But shouldn't it be way easier to just make it so that all we need to do is either copy paste the contents of a folder into raws or just make a single folder that replaces raws with the stuff already in the folder that we are replacing it with...
Title: Re: Monster Hunter Universe Mod v 0.4.5 (+ tileset&graphics)
Post by: Iados on April 15, 2011, 08:56:04 am
Update!

Lunastra, Teostra, and Qurupeco are the new guys for this update.

I added a lot of extra graphics, but REMEMBER TO DELETE THE OLD GRAPHICS FILES when updating! i changed the file name and it may cause problems.

"More Creatures" now has only the modified creatures file (not all the mod) and no longer causes duplication problems.

Changed Carbalite steel requirements: now is 1 steel, 1 dragonite steel and 1 carbalite

Lastly, added "Complete install", containing every file you need, including the modified entity_default and material_template_default. You still have to change the init file for the graphics :P
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: skaltum on April 15, 2011, 01:04:41 pm
Sweeeet

so who else thinks the peco is pretty fly?  8)
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: goukaryuujin on April 16, 2011, 11:28:27 am
Sweeeet

so who else thinks the peco is pretty fly?  8)

yah, he is pretty fly for a green guy  :P
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: talrave on April 16, 2011, 06:06:02 pm
Does the complete install use the More Monsters feature?

Just asking because using it, my fortress was attacked by Bulldrome after Bulldrome about 7 times until everyone, even my Monster Hunter with full Dragonite/Carbonite Steel gear, was destroyed.   Nothing but Bulldromes and named 'fangos.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Neyvn on April 17, 2011, 01:11:45 am
Welp...
I started as the Feylnes. Started by having them dig their little Cave out and then suddenly I get notifications that my Livestock was dieing. I looked outside and there was these red J's running around killing things. Hit k and saw that a Pack of Giant Jaggi were running past my new camp...
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Iados on April 17, 2011, 02:14:28 am
no the complete install use the normal version... but remember that Great Jaggis/Bulldrome/Velocidrome/etc... are castes of the Jaggis/Bullfangos/Velocipreys/etc...

But i noticed now that Great Jaggis and Bulldromes lack a [POP_RATIO] :) fixing bug right now!
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Dwarven WMD on April 17, 2011, 12:09:31 pm
...
...
...
Why am I only recently hearing about this mod!?
I'm going to kill someone!
...
After I kill those damned Jaggi!
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Dwarven WMD on April 17, 2011, 12:16:29 pm
One thing that I find odd, though. (Where'd my edit button go?)

Isn't Raviente the impossibly large monster on Monster Hunter Frontier that is so large, he takes up half of the island you battle him on?

I thought there was no other creature in the series that was larger than him?
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Iados on April 17, 2011, 02:05:07 pm
Yeah it's that huge guy.
However i found this little info(to the bottom of the Notes section) (http://monsterhunter.wikia.com/wiki/Lao_Shan-Lung#Notes) about Lao-Shans fought in-game being the childrens... so i made them grow even bigger after 2000 years
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Alternatecash on April 18, 2011, 08:12:53 pm
I think I'm going to combine this with Kobold Camp. Wish me luck.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: goukaryuujin on April 18, 2011, 08:22:02 pm
I think I'm going to combine this with Kobold Camp. Wish me luck.

You will have much Fun in store for you if you wander this path.... better make a comunity fort out of it before you get too far in!  :P
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: SirAaronIII on April 18, 2011, 11:56:27 pm
I think I'm going to combine this with Kobold Camp. Wish me luck.
DO EET
As long as you use regular mode then you should be fine. But there's no fun in that.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Alternatecash on April 19, 2011, 02:14:45 am
It's been proven that cutebolds are regarded by the entire animal kingdom as the equivalent of potato chips. As soon as my current fort goes to the circus, I'll add this to kobold camp and report the results. PM me if it's been a week with no results.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: BoomClap on April 20, 2011, 03:02:06 am
I'm sorry to say this, but your weapon data values are so screwed that I had to manually

fix stuff one by one.

For example, Yeah, I've been playing monster hunter 2nd G and I'm looking forward to the 3rd one. So I'm pretty familiar with the size of weapons

Looking from Giant swords to switch axes, I noticed that you messed up the weapon size. srsly? 3000? that's way too big you know.

Vanilla Halberd is big enough, and 3000 is nearly double that size.

also, what's wrong with the penetration values? those were way too low or way too high.

just look at this stuff!
[ATTACK:BLUNT:1000:20:smash:smashes:NO_SUB:1500]

I'm expecting a fix for this on next release.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Patchouli on April 20, 2011, 04:13:48 am
I'm sorry to say this, but your weapon data values are so screwed that I had to manually

fix stuff one by one.

For example, Yeah, I've been playing monster hunter 2nd G and I'm looking forward to the 3rd one. So I'm pretty familiar with the size of weapons

Looking from Giant swords to switch axes, I noticed that you messed up the weapon size. srsly? 3000? that's way too big you know.

Vanilla Halberd is big enough, and 3000 is nearly double that size.

also, what's wrong with the penetration values? those were way too low or way too high.

just look at this stuff!
[ATTACK:BLUNT:1000:20:smash:smashes:NO_SUB:1500]

I'm expecting a fix for this on next release.
The values are largely invisible from actual gameplay. It's all really abstract and in the background, and sometimes, you'll just use out-of-whack values to get the desired or exaggerate the in-game effect you want, even though the weapon isn't really like that. It could use more tweaking, but it really takes a LONG time to test weapons, especially when considering different materials and the armors that they'll be used against.

It's one thing making values for real weapons, but MH weapons are about as unrealistic as they get, so there's a lot of room for freedom in messing with the values if it comes out to a good result in-game.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: BoomClap on April 20, 2011, 05:11:31 am
I'm sorry to say this, but your weapon data values are so screwed that I had to manually

fix stuff one by one.

For example, Yeah, I've been playing monster hunter 2nd G and I'm looking forward to the 3rd one. So I'm pretty familiar with the size of weapons

Looking from Giant swords to switch axes, I noticed that you messed up the weapon size. srsly? 3000? that's way too big you know.

Vanilla Halberd is big enough, and 3000 is nearly double that size.

also, what's wrong with the penetration values? those were way too low or way too high.

just look at this stuff!
[ATTACK:BLUNT:1000:20:smash:smashes:NO_SUB:1500]

I'm expecting a fix for this on next release.
The values are largely invisible from actual gameplay. It's all really abstract and in the background, and sometimes, you'll just use out-of-whack values to get the desired or exaggerate the in-game effect you want, even though the weapon isn't really like that. It could use more tweaking, but it really takes a LONG time to test weapons, especially when considering different materials and the armors that they'll be used against.

It's one thing making values for real weapons, but MH weapons are about as unrealistic as they get, so there's a lot of room for freedom in messing with the values if it comes out to a good result in-game.

oh, so so you mean, like if the numbers aren't absurd, the changes aren't visible? so gettling insanely high values or insanely low values

can be intended? I didn't know that.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Patchouli on April 20, 2011, 05:31:48 am
The effects of the changes are naturally visible in-game, but exaggerated values can be done for purposes that deviate from accuracy. When I said "values are largely invisible from actual gameplay", I mean it in the sense that when playing the game, you won't see the numerical penetration values and such. Because of that, if you're using a lance in the game and it feels sufficiently lance-like in how it damages things, it doesn't really matter what the numbers behind it are, because you're getting the result that you're looking for.

For example, unrealistically setting the TWO_HANDED tag as a high number to force everyone to use the weapon with two hands, even though realistically, a giant would be able to use such a weapon with one hand.

The numbers might just be completely crazy so that damage from weapons are more drastic in this mod than in vanilla, or to make sure something happens.

Take a look in this thread. (http://www.bay12forums.com/smf/index.php?topic=70971.0) It becomes easier to see why you might mess with the values to extremes to force certain types of damage or injury.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Ult1mara on April 20, 2011, 04:48:25 pm
I was wondering....for ppl like me, basically lazy mofos. Is there a chance you could possibly upload an actual game client with this mod in it?

I iz too lazy too actually copy/paste stuffs LOL. Would much rather have many copies of DF but different mods ^_^

Thanks is advance

P.S. Can I do an LP on this mod as well as my other LPs on other mods?
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: goukaryuujin on April 20, 2011, 05:00:01 pm
hmmmmmm for some reason undead mosswine dissapear without leaving anything.....  :o
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: SirAaronIII on April 20, 2011, 07:42:34 pm
It's an undead thing. Usually when they get killed they'll just go POOF and disappear.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Garbles on April 21, 2011, 02:02:47 am
I'd like to second the request for an already installed version of the mod. I have no idea where I'm supposed to be copying things.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: SirAaronIII on April 21, 2011, 10:56:04 pm
OKAY GUYS, I SO GOT THIS
If you have a preferred uploading site, then I'll put it there.
So basically, it's the game, with the new files, with only the dwarves having the new weapons and stuff. No graphics.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Ult1mara on April 22, 2011, 08:02:58 am
:( so just the basic ASCII version? Thats cool

Thanks for actually taking the time to do this at least.

And either Mediafire or DFFD for me
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Ahra on April 22, 2011, 08:33:11 am
I'd like to second the request for an already installed version of the mod. I have no idea where I'm supposed to be copying things.
lulz when i tried i got the choice to play as an forgotten beast :P
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: SirAaronIII on April 22, 2011, 10:07:38 am
Silly me, I forgot you can't upload folders. :P
Here you go. (http://www.mediafire.com/?28hchrbkighqhbz)
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: goukaryuujin on April 23, 2011, 12:16:26 am
thanks for apeasing the lazy side of us all man  ;D
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Iados on April 23, 2011, 09:44:32 am
I'm sorry to say this, but your weapon data values are so screwed that I had to manually

fix stuff one by one.

For example, Yeah, I've been playing monster hunter 2nd G and I'm looking forward to the 3rd one. So I'm pretty familiar with the size of weapons

Looking from Giant swords to switch axes, I noticed that you messed up the weapon size. srsly? 3000? that's way too big you know.

Vanilla Halberd is big enough, and 3000 is nearly double that size.

also, what's wrong with the penetration values? those were way too low or way too high.

just look at this stuff!
[ATTACK:BLUNT:1000:20:smash:smashes:NO_SUB:1500]

I'm expecting a fix for this on next release.

I've got a very busy week and didn't found the time to even turn on my pc :)
but yes, when i put in weapon values i was a little tired and i'm going to change them soon.

P.s.: i think i'm gonna add also the Rukodiora (http://monsterhunter.wikia.com/wiki/Rukodiora)...
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: SirAaronIII on April 23, 2011, 12:53:45 pm
Another reason to make another set of pants for each of your dwarves!
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Golcondio on April 23, 2011, 01:10:03 pm
OMG I just found out an awesome side effect of the adventure crafting opportunities: my axedorf just killed a white monoblos that had snacked on a dozen elves and humans, doing me the favor of butchering a few of them for me!
Result?
*Elf leather backpack*!!!!!
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: goukaryuujin on April 24, 2011, 12:39:20 am
*Elf leather backpack*!!!!!
That is a testament to the dwarven spirit right there.  :P
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Iados on April 24, 2011, 04:29:39 am
*Elf leather backpack*!!!!!
That is a testament to the dwarven spirit right there.  :P
this is why i love adventure mode crafting.

Also, -Felyne leather breastplate- and *Felyne leather mail shirt*
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: goukaryuujin on April 24, 2011, 11:01:09 am
*Felyne leather mail shirt*

how the hell does that work...?  ???
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Golcondio on April 24, 2011, 11:58:32 am
Unless you mod the ethical constraints in the RAWs, you just snoop around the lairs of sentient-eating monsters (night creatures are a typical example) and look for conveniently pre-butchered elves, humans, dwarves and felynes (i've yet to see a shakalaka...); you will find their meat, entrails, and of course the bones and skin, which are craftable!
Of course only really badass adventurers should wander around in full elf leather armor, while brandishing a -dwarf bone switch axe-...
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: goukaryuujin on April 24, 2011, 12:03:00 pm
no, i ment the chainmail made out of leather.....
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Golcondio on April 24, 2011, 01:57:38 pm
it's a standard option in the crafting menu...
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Garbles on April 24, 2011, 04:21:45 pm
OKAY GUYS, I SO GOT THIS
If you have a preferred uploading site, then I'll put it there.
So basically, it's the game, with the new files, with only the dwarves having the new weapons and stuff. No graphics.
Thanks a lot. It takes me forever to figure stuff like this out. I think I can install the graphics myself though.

Baby steps.

EDIT: Is there a reason that high boots don't exist?
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: SirAaronIII on April 25, 2011, 01:32:45 am
Maybe your civ doesn't have them. That happens to me a lot, with high boots and robes. However, when that DOES happen, I get TOGAS!
 

Spoiler (click to show/hide)
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Iados on April 25, 2011, 02:26:01 am
i added the name of the creatures that are coming in the next update to the list on the main post, using a different color to differentiate them from monsters already inside :)
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: kisame12794 on April 26, 2011, 11:25:58 am
sweet posting to watch
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Garbles on April 27, 2011, 05:52:31 am
I've noticed that a lot of goblins are showing up with Eltalite armor/weapons. Fortunately they don't seem to have realized that it's better than adamantine, because not everyone was outfitted with it, but my switch axedwarf was pounding away at one crossbowman's body and head for a really long time before he thought to lop off a leg and let him bleed out. Is there a tag somewhere that keeps high quality metals from showing up on invaders too quickly?

Right now, it's more of a blessing than a curse. My embark site has zero eltalite.
Title: Re: Monster Hunter Universe Mod v 0.4.6 (+ tileset&graphics)
Post by: Iados on April 27, 2011, 06:03:17 am
V 0.4.7 released!

- Ludroth, Barioth and Gigginox!
- Lots of bugfixes and small changes!
- Added new file: c_variation_wyvern, containing the 2 new creature variation used by the "More creatures" version (one to remove mega/semimega token and add large roaming and related, and one to lower the attack trigger)
- Lots of new graphics!


I've noticed that a lot of goblins are showing up with Eltalite armor/weapons. Fortunately they don't seem to have realized that it's better than adamantine, because not everyone was outfitted with it, but my switch axedwarf was pounding away at one crossbowman's body and head for a really long time before he thought to lop off a leg and let him bleed out. Is there a tag somewhere that keeps high quality metals from showing up on invaders too quickly?

Right now, it's more of a blessing than a curse. My embark site has zero eltalite.
i think you just got unlucky :). Shakalakas ALWAYS have eltalite; if other civs, like your goblins, find it, they'll use it, like every other metal.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ult1mara on April 27, 2011, 11:17:01 pm
Here is my first video of the LP I am doing of this mod ^_^ hope u enjoy it and please tell me what u think I should do to improve :P

http://www.youtube.com/watch?v=p3REkg5G6P8
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on April 27, 2011, 11:18:37 pm
Are you doing ALL of the mods that I know and love?  :o
Sure seems like it. Corrosion, LFR, and this. Genesis too, I think.
Shakalakas ALWAYS have eltalite
Poop on a stick. I think I'm going to go die now.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ult1mara on April 27, 2011, 11:19:43 pm
Are you doing ALL of the mods that I know and love?  :o
Sure seems like it. Corrosion, LFR, and this. Genesis too, I think.
Shakalakas ALWAYS have eltalite
Poop on a stick. I think I'm going to go die now.

I am trying to actually do MOST of the mods that are on the first 4 odd pages. Well the ones that seem interesting ne ways :P
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on April 28, 2011, 08:40:46 pm
I can't decide between switch axes and regular vanilla axes. Help, please!
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on April 29, 2011, 12:47:46 am
Are Felynes alcohol dependent? I'm not sure where to look in the raws, and I'd rather find out before all my kitties start tantruming.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on April 29, 2011, 12:55:20 am
Apparently, no, they are not. This is just a quick search for [ALCOHOL in the wyvern_desert file, though. Not sure if it uses those exact words.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on April 29, 2011, 01:50:55 am
I suppose it's not the lack of booze that I should be worried about, but perhaps the three murderous great baggis.  :-\

EDIT: Thundermoons II didn't work out so well either. Apparently the berserk expedition leader from the first attempt went feral and was taken in by a herd of bullfangos. After learning the ways of the wilds, he set up a two pronged tusked attack from above and below the fortress while the new colonists were bringing in their supplies. Next time I'm bringing a militiacat. Or two.

EDIT II: EDIT HARDER: Thundermoons III has gone the way of Thundermoons the original. Great Baggi pushed my swordscat off a short cliff, breaking his arms and left leg. It limped off the map only to be replaced by THREE NAMED GREAT BAGGIS which tore through the fort like a hot adamantine battle axe through halfway melted butter.

Ironically the only cat to survive is the swordscat, who was ignored in his hospital bed. Him, the housecat, and a puppy.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on April 30, 2011, 01:44:24 am
So. Velocidromes. Is there, uh, any particular reason they all get Legendary Mining?

Sorry about the double post.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Iados on April 30, 2011, 02:23:28 am
So. Velocidromes. Is there, uh, any particular reason they all get Legendary Mining?

Sorry about the double post.

Failed attempt to make caste specific graphics. If you check images files i already made the 'dromes and the color variatons, and since the game allows only profession-specific graphics i was messing with natural skills.

Just don't let them find your miners.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on April 30, 2011, 02:42:18 am
No, it's so they can dig into your fort and kill your dwarves.  :P
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on May 02, 2011, 06:02:22 pm
Been messing around with adventure mode for the first time, and bullfangos are CRAZY TOUGH. Started with a copper battle axe, and wandered into what looked like a lone fango. I managed to slice him up enough that he passed out from pain. Then I hacked at his head more than 2000 times. I was just holding left after a while.

Then I passed out from exhaustion, and a bulldrome sneaked up behind me and bit my skull off.

Later I was fighting a pack in the wild, and discovered that its pretty easy to lop off every one of their limbs, poke out their eyes and then just hack at their throats until you get bored or accidentally target their head.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Alternatecash on May 02, 2011, 07:31:41 pm
So, without major surgery, this mod and kobold camp are mostly non-viable together. Even on more creatures mode my little volcano camp never saw anything tougher than mosswine after 5 years. The new metals make it near-impossible to embark with any kind of tools, as well. Still, I bet this would be a blast attached to vanilla.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on May 02, 2011, 11:16:31 pm
It is. Trust me. ;D
Anyway, yeah. Their skulls are made of copper, so smacking them with copper weapons probably isn't going to do much.
As for me, I got lucky and started with an eltalite longsword and shield. 8)
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Person on May 04, 2011, 01:15:54 pm
Many megabeasts die off to old age quickly(10-15 years), and don't seem to make offspring, so I have to generate a year 2 world for maximum Fun. Either that or I mod the raws so that they live thousands of years. Is this intended?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Iados on May 06, 2011, 12:27:38 pm
Many megabeasts die off to old age quickly(10-15 years), and don't seem to make offspring, so I have to generate a year 2 world for maximum Fun. Either that or I mod the raws so that they live thousands of years. Is this intended?
for the no offspring, everybody has eggs and male/female caste, so i think you are just unlucky.

the max age is currently 190:210, but i'm going to increase it.

EDIT: noticed that some creatures had VERY LOW maxages. Shen Gaoren 10-16 years. Fixing it in next update.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Duhan on May 06, 2011, 04:02:12 pm
Nice mod, Iados ;)
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: kisame12794 on May 11, 2011, 11:25:58 am
dude turn down the bullfangos they are overpowered
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wirevix on May 12, 2011, 12:03:41 am
I always love more monsters to force into my fortress's employ, so I picked this up and then ran NoExotics for my own amusement.  In the process I discovered that baggis have no petvalue, so I was able to embark with a bit over 100 of them.

And then they got angry because they were crowded.  Baggi war!
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on May 12, 2011, 10:47:39 am
dude turn down the bullfangos they are overpowered

I never really had much trouble with fangos. Sometimes in Fortress Mode they were annoying early on, but as long as you're not sending unarmored  and/or solo dwarfs out to thin the population, they go down without much trouble. And in Adventure mode they only killed me when they ambushed me while sleeping, or they got a few good gores in. Just make sure to go for their hooves so they fall over and can't bullrush you.

They do seem to be immune to bleeding to death, as I've mentioned, though. Not sure if thats a bug or a feature.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: goukaryuujin on May 12, 2011, 05:29:51 pm
They do seem to be immune to bleeding to death, as I've mentioned, though. Not sure if thats a bug or a feature.

I would say that that is a bug.....
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: kisame12794 on May 13, 2011, 09:31:37 am
also i got some you are melting anounchments after killing some veociprey. Bug or Feature?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Iados on May 15, 2011, 01:40:01 am
ok, i'm back. I had a very busy week and i barely managed to touch the agnaktor's code :)

so...
They do seem to be immune to bleeding to death, as I've mentioned, though. Not sure if thats a bug or a feature.
bug. A "_" instead of a ":" and they completely lack any blood. Fixing it.

also i got some you are melting anounchments after killing some veociprey. Bug or Feature?
weird... i have personally killed many 'preys, and never get the melting announcement. Probabily it was some other thing.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Harry959 on May 17, 2011, 07:52:43 pm
I love this mod so far.
I love this mod so much that I started a DF LP series with this mod on. I'll link the mod in the video description.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on May 18, 2011, 10:42:33 pm
I've noticed that most of the critters don't have PREFSTRINGs. This leads to "Urist McHunter likes yian garugas for their." Minor problem, and easy to fix. If you don't feel like bothering to go through them all, Iados, I could go through and add them for you. When I noticed, I added a few to my favorites (like yian garuga, because he's a badass).
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Iados on May 19, 2011, 07:33:52 am
yeah i didn't know what to put in the prefstrings. I'll add them sooner or later
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Harry959 on May 22, 2011, 05:19:15 pm
I went ahead and made a video tutorial for installing it because I know someone that's having some trouble. You can find it here: http://www.youtube.com/watch?v=zyHt4S5EzAY&feature=mh_lolz&list=PL28958DA943D57797 (http://www.youtube.com/watch?v=zyHt4S5EzAY&feature=mh_lolz&list=PL28958DA943D57797)

EDIT: Quick thing, if Elitite is better then Adamantine, then why does it show up commonly as equipment in adventure mode? Is it a bug or something, or is Elitite just easy to find?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on May 25, 2011, 11:26:13 am
Well, since it's been a while since Iados has updated, and people were whining commenting on the difficulty of the fangos, here's a copy of their RAWs that tones them down slightly.
Spoiler (click to show/hide)
The only real change is to their size, but I also fixed the bug Iados mentioned (which I never would have found, btw, because I suck at this), so now they bleed to death. This unfortunately removes their potential for weapons training (before the fix, I often got my skills to legendary by lopping of their legs and eyes, then bashing them forever with badger bone weapons).

Originally all fangos, including the bulldromes, were size 800,000, the same as saltwater crocs. This kinda irked me because bulldromes are supposed to be gigantic in comparison. So I've set normal fangos to the size as camels (500,000). Bulldromes, on the other hand, have been jacked up to the size of dralthas (2,500,000) and their crazy appearance modifiers can swing them from 50% to 150% in size. Also, I messed with the pop ratios some, because I kept getting packs of 3 dromes in adventure mode.

Hopefully I'm not stepping on your toes Iados!

EDIT: Oh, fangos are located int the creature_wyvern_mountain raw.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on May 25, 2011, 04:51:14 pm
Eltalite is usually SO rare you wouldn't even believe. However, trade stuff and adventurer goods aren't subject to the same rules forts are. If a site has eltalite under it, then the entire civ has all the eltalite it wants.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on May 31, 2011, 10:19:40 pm
Well, I'm bored, I feel like MHU needs a bump, and I'm dissatisfied with a few more flavor aspects of the mod. There's a bunch, but they're all small and most wouldn't be noticed unless you're me and you've played 1,200 hours of Monster Hunter (I wish I was kidding).

1. For starters, missing PREFSTRINGS, dromes not being dramatically larger than regulars/ increasing the randomness of their size.
2. I noticed a few critters that hatch from eggs are several times bigger than their eggs the moment they hatch.
3. Also want to add some natural skills to some of the nastier critters, and I've learned a few tricks from the Genesis thread to make them nastier too.
4. Yian garugas in particular are not the terrors of the night they should be. In MH, only the sharpest endgame weapons can pierce anything but a garuga's weakpoints. They're also wicked fast. When I'm done with them, you will lock your fortress and abandon the stragglers when one wanders onto your fort.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: kisame12794 on June 01, 2011, 10:28:50 am
OH GOD REALISTIC GARUGAS!!!! LOCK THE GATE!!!!!! PULL THE GODDAM LEVER!!!!!
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on June 01, 2011, 01:59:27 pm
Messing around with the arena for the first time. Killed an akantor solo, with steel gear and combat skills at 9. AI would have done the same thing but it's stupid and stands up every time it's knocked down, and eventually was pushed into the river.

This is unacceptable. Will fix. Expect wyverns to feel little to no pain, especially from their flesh.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Harry959 on June 01, 2011, 06:00:52 pm
Any hope of Jhen Mohran? Or a Raviente?
*Trollolol face*
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on June 01, 2011, 09:02:49 pm
Raviente is already in. Fear it.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: kisame12794 on June 02, 2011, 09:43:06 am
don't. they can smell your fear....
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on June 04, 2011, 12:32:48 am
Fear it. Then run outside and engage in an epic battle against it which hopefully you will win.
If not... well I don't really know what happens when you die in MH because *gasp* I've never played even one game. :o
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Patchouli on June 04, 2011, 12:42:07 am
You get kitty carted.

Up to three times, then you fail the mission.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: goukaryuujin on June 04, 2011, 01:10:41 am
You get kitty carted.

FEAR THE KITTY CART!
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on June 04, 2011, 01:45:01 am
You get kitty carted.

FEAR THE KITTY CART!
What, no, the kitty cart is your friend! When you get ko'd, two felynes rush into the line of fire and rescue you. Then they wheel you back to your camp, and dump you in front of your tent.. They charge you 1/3 of your reward money per trip, but that stuff is chump change eventually. It would be really nice if you could do something like that in DF, at least in adventure mode. Maybe a random chance that you could be left for dead, then be rescued by a passerby or a member of your party.

Really ought to be done by now, but I've been procrastinating and socializing. I fixed the formatting in the inorganic and plant files, for some reason it was just one big wall of text. Looked like something messed up while saving/unzipping, so maybe I'm the only one who got that. Changed the names of some of the materials; different qualities of bone are visually identifiable, mined out ores of the new metals are called spiritstone, dragonstone, and kitestone. Started to fiddle with plants, but I'm leaving that till I finish everything else. Fixed some spelling errors.

Once I'm done with the easy stuff, I'm going to add rubies/ wyvern stones to the harder creatures. They're basically super-rare pearls that form in wyvern tails. Your butcher will cut them out, your tanner will clean the excess meat off, then your jeweler can cut it.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on June 04, 2011, 02:12:51 am
Ooh, sounds interesting. The txt files are just clumps of text for me too, but they work, so no complaints from me as I'm not very interested in modifying the files unnecessarily.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on June 06, 2011, 02:47:50 am
http://dffd.wimbli.com/file.php?id=4492 (http://dffd.wimbli.com/file.php?id=4492)

Here it is, finally. It's just the regular flavor, I haven't the willpower to edit the More Creatures version. It's probably for the best. It's hard enough when random garugas show up at forest forts, but now they're faster and have steel bones and scales.

As for plants, mainly I nerfed the values of the alcohol, and gave sleep and fire herbs leaves.

Oh, I also upped the output of the metalworking reactions. I removed the metal duplication reaction that uses union bars; my dwarves had a tendency to copy union bars with more union bars. Never actually confirmed that the new reaction still works. Should probably do that. For good reason. It was broken, works again.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: clockwork on June 06, 2011, 07:19:59 pm
I was wondering if rubies and gems were going to be added.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: goukaryuujin on June 06, 2011, 07:22:44 pm
I was wondering if rubies and gems were going to be added.
The current DF really wont allow any of the gem abilites to work at the moment. =(
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: skaltum on June 15, 2011, 06:15:23 pm
cant wait to make mah plesioth waveblade to take down some agnas
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on June 16, 2011, 12:58:38 am
I don't think there are waveblades, unfortunately. However, he may have added them while I wasn't paying attention, so I wouldn't know.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Harry959 on June 16, 2011, 11:55:09 am
I don't think there are waveblades, unfortunately. However, he may have added them while I wasn't paying attention, so I wouldn't know.
It's just a great sword, nothing special.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Garbles on June 16, 2011, 12:46:25 pm
I just realized that it's totally possible to give bones the same elemental/status syndromes as the metals. Unfortunately, I have the procrastinations, and also a job now. This might take a while.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Azhat on July 09, 2011, 04:44:12 am
Quick question- Is there any way to have my dwarves be dwarves again, instead of mossswine? I've tried re-installing the mod and re-downloading DF but my dwarves are stuck being called Mossswine.
Sorry if you've already mentioned in the thread. I kinda skimmed.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: jaxy15 on July 09, 2011, 04:55:41 am
Quick question- Is there any way to have my dwarves be dwarves again, instead of mossswine? I've tried re-installing the mod and re-downloading DF but my dwarves are stuck being called Mossswine.
Sorry if you've already mentioned in the thread. I kinda skimmed.
Did you duplicate the raws?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Azhat on July 09, 2011, 05:02:21 am
When I reinstalled the mod I removed the original files then replaced them with newer(?) ones. Nothing is in there twice.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on July 09, 2011, 11:33:59 am
You're not supposed to remove the original files, I think. Try just putting them in the raw folder.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Azhat on July 09, 2011, 12:44:23 pm
You're not supposed to remove the original files, I think. Try just putting them in the raw folder.

I didn't mean the original Dorf fort, I meant I removed the MH mod files that were previously there and replaced them with the new ones.

I tried remove mosswine from the raws, but then it assumes I'm playing as felynes by default.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Mister Dirks on July 14, 2011, 09:37:53 pm
So i guess this mod is dead?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Harry959 on July 14, 2011, 11:11:35 pm
I don't think so, not yet.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Mister Dirks on July 15, 2011, 03:55:59 pm
I don't think so, not yet.

Just has been quiet for a while, and i really like this mod and would love to see it being updated
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ult1mara on July 22, 2011, 09:07:37 am
So Iados are u ever gonna give us an already installed version of this mod or are we gonna have to put the files in ourselves each time?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: threes4luck on August 25, 2011, 04:57:47 pm
So I was doing a bit of digging in the item_weapon_wyvern folder and I noticed something funny about the ammo for the bowguns:

[ITEM_AMMO:ITEM_AMMO_SHOTS]
   [NAME:shot:shots]
   [CLASS:SHOT]
   [SIZE:50]

Now here is the bolt for the vanilla crossbow:
[ITEM_AMMO:ITEM_AMMO_BOLTS]
[NAME:bolt:bolts]
[CLASS:BOLT]
[SIZE:150]
[ATTACK:EDGE:2:2000:stab:stabs:NO_SUB:1000]

And a bullet from the gunpowder mod:
[ITEM_AMMO:ITEM_AMMO_BULLET]
[NAME:gunstone:gunstones]
[CLASS:BULLET]
[SIZE:25]
[ATTACK:BLUNT:5:5000:pierce:pierces:NO_SUB:7500]

I took it upon myself to give it a quick fix until Iados gets around to it. I don't play monster hunter but I took a look at some pictures and the bowguns are SIGNIFICANTLY larger than your average crossbow so I upped the ammo size, velocity, and piercing.

[ITEM_AMMO:ITEM_AMMO_SHOTS]
[NAME:shot:shots]
[CLASS:SHOT]
[SIZE:50]
[ATTACK:EDGE:8:3000:stab:stabs:NO_SUB:3000]

You really just need the last line. Just copy it into your raw folder and if you don't feel like starting a new world go into data\save\region and you'll find your worlds own personal raw folder.
I've also been thinking about modding gunlances so they actually shoot with the gunpowder mod. Make them into a swiss army knife of sorts.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: threes4luck on August 25, 2011, 05:16:40 pm

Whoops forgot to change the actual size.

[ITEM_AMMO:ITEM_AMMO_SHOTS]
   [NAME:shot:shots]
   [CLASS:SHOT]
   [SIZE:300]
        [ATTACK:EDGE:8:3000:stab:stabs:NO_SUB:3000]

They're about the size of short swords now (overkill?).
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: kisame12794 on August 25, 2011, 10:39:50 pm
No kill like Overkill.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: threes4luck on August 26, 2011, 02:35:00 pm
Has anyone noticed a lack of Remombra's in their world?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: theGman on August 26, 2011, 05:19:02 pm
Has anyone noticed a lack of Remombra's in their world?
I seem to find them in large numbers around evil areas but nowhere else.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: dezan on September 10, 2011, 05:49:56 pm
Is there a way to disable the Dwarf Fortress Creatures of the world and have it just be 100% monster hunter? I don't mind the dwarves and humans but... I'd like the rest of the stuff to go.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on September 10, 2011, 06:35:42 pm
The only way is to delete all creature files except creature_standard.txt. I think that might be !!FUN!!.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wwolin on September 21, 2011, 01:04:18 pm
I am having an issue with the butchers shop getting cluttered whenever I try to butcher a monster hunter creature. Also, why are all velocidromes legendary miners? One thing that may be a bug is that the Great Jaggi can use wrestling moves with deadly efficiency, but i kind of like it that way. Finally, Shen Gaoren tend to die of old age after 10 years, which makes them extremely rare.

Anyways, I absolutely love this mod.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on September 21, 2011, 05:16:51 pm
1. That's a vanilla bug where the skin, bones, and other parts take up the same amount of space as the creture would itself. Keep in mind EACH BODY PART takes up the whole creature's size, so basically, lots and lots of clutter. At least that's how I remember it working...
2. It's for castes having different graphics. Like how your military dwarves get a new symbol (the filled in dwarf happy face is actually a whole different symbol) at legendary levels, other animals get different graphics.
3. May or may not be intended. No clue here.
4. If it really bothers you, just go into the raws and change their max age to something something ridiculously high. Again, I don't really know about this one as I've never experienced it myself.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: utilitarian on November 30, 2011, 06:41:07 pm
Does anyone know why the addition of the 'More Creatures' segment would crash my game? It runs fine without it, but when I copy those extra files in the game does not start.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Harry959 on January 08, 2012, 01:51:31 pm
Does anyone know why the addition of the 'More Creatures' segment would crash my game? It runs fine without it, but when I copy those extra files in the game does not start.
It just happens with some mods sometimes. Try using a shorter world generation, if you can.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Thuellai on December 27, 2012, 08:23:27 am
Checked this in the new version to see what would need to be converted.  So far, all I'm seeing is a few missing/name-changed body plans and of course the interaction changes obsoleting the old firebreath/dragonfire tags.

I could probably patch it up, but I don't want to do so unless I can contact Iados and get his permission.  I could post instructions when I'm done converting it myself, though, if there's still interest in this mod.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on December 27, 2012, 12:58:28 pm
Iados hasn't been active since June, so.. I'd say go ahead.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ryusho on May 18, 2013, 07:31:57 pm
I do appoligise for bumping a "Dead mod" so far, but I, as well as probably several others, would love to potentially see this updated to the latest version of Dwarf Fortress, if someone felt up to it, I myself don't have much if any modding knoledge for the game though to do so my self
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Hugo_The_Dwarf on May 18, 2013, 08:39:32 pm
In my sig there is "Modder's Resource" if you wish you can learn to mod, as I have several links and a Wiki Rip that allows you faster and offline access to the valuable information on the wiki. Also we have several threads dedicated to answering all your modding questions. And looking at the current raws of vanilla DF can really help you understand how things work.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: SirAaronIII on May 18, 2013, 09:13:42 pm
Now that I've actually played a Monster Hunter game (3U), I can properly appreciate this mod. And cry because it's ancient.

I might consider picking it up, but I have no skill either. I'll be sure to take a look at your resources though, Hugo.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: howitended on August 27, 2013, 12:08:45 am
This mod had such potential, really hoping somebody picks it back up.

And SirAaron, if you do decide to do some work on it, keep in mind that just about every natural ability the monsters should have seems to be entirely nonworking.

Daora's wind veil seems to work when you put them in the arena, but only until you take control of something. Not sure why commanding a unit breaks it, but it may still be FUN in fortress mode. (especially considering it seems to be insanely OP, even compared to other monsters from this mod)

(no, seriously.. it took like 4 tigrex at once to bring one down in the arena, after it'd killed a hydra and well over 100 armed sentients of various races  ??? )
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: dirkdragonslayer on August 27, 2013, 12:28:08 am
fiiiiiiiiinaaaalllllyyyy! the mod i was always dreaming of, appears in my absence! Thank you so much!
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Duefaku on October 06, 2013, 02:01:51 am
Is it possible for you to make a separate the monsters into different generations? I'd like to play only using the 2nd gen and earlier (Freedom Unite and all before it.) because I'd like to keep the game with things I've experienced as I haven't played any 3rd or 4th(?) games.

EDIT: Also, quick question, will adding [AT_PEACE_WITH_WILDLIFE] to humans and dwarves cause the monsters to ignore me?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Covenant Ringthane on October 18, 2013, 08:39:46 am
Might I ask if this mod's a total conversion? I'm interested in it, but I don't want it to be something that replaces vanilla. It's probably been asked before, but I'm just checking.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Thuellai on October 27, 2013, 05:57:33 pm
This mod had such potential, really hoping somebody picks it back up.

And SirAaron, if you do decide to do some work on it, keep in mind that just about every natural ability the monsters should have seems to be entirely nonworking.

Daora's wind veil seems to work when you put them in the arena, but only until you take control of something. Not sure why commanding a unit breaks it, but it may still be FUN in fortress mode. (especially considering it seems to be insanely OP, even compared to other monsters from this mod)

(no, seriously.. it took like 4 tigrex at once to bring one down in the arena, after it'd killed a hydra and well over 100 armed sentients of various races  ??? )

That problem is because they were made back when dragonfire was a tag rather than an interaction.

Creature interactions, along with bodytype revisions and recreation, are going to be two of the biggest edits involved in recreating this mod.  The weapons and stuff are easy - most of that will work as-is.  It's the creatures which need the most revision, and unfortunately, the creatures are the largest (and in my opinion, most important) part of the mod.

I work on it in my off-time, but picking through all  those raws to figure out what needs revision is exhausting.  Half the time I'm tempted to start entirely from scratch.  Anyway, still hacking away at it.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Thuellai on October 29, 2013, 05:21:05 pm
Hey guys, guess what!

Monster Hunter is REBORN! (http://dffd.wimbli.com/file.php?id=8092)

This is purely a beta, but all the critters are working.  I got three errors, but so far as I can tell, they're all harmless - the creatures spawn, fight, and spit their various fires, poisons, and clouds as expected.  All the weapons still work, Felynes and Melynx are spawning as needed, and I went ahead and corrected a bunch of typos.

The big thing I'd like you guys to do is watch out for weird interaction behavior - a couple interactions are still a little wonky (like the -blos roar) because I'm fairly new to creating interactions like this.  My thanks to SethCreiyd, as I used his Flora and Fauna mod as something of a library on interaction structure, allowing me to create all these varied monster attacks.

Also bring up any concerns you might have - a big part of why this is a beta is because I want to get it into the hands of more experienced players and modders who might notice things I didn't.  One thing I did run into is that right now, Genprey bites are basically death - even if you're left alone, the paralysis lasts so long that you inevitably suffocate.  Anybody know how to set up a syndrome that does a full-body lock but DOESN'T suffocate?  All my attempts just resulted in 'sluggish'ness.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Seriyu on October 30, 2013, 08:13:14 am
I'll have to look at this at some point! I'll be sure to let you know any issues that crop up.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Thuellai on December 16, 2013, 02:27:05 am
Bumping for feedback
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Furtuka on December 16, 2013, 02:36:08 am
Ptw. Will try it out later
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ikaruga on December 18, 2013, 07:50:25 am
Hi !

Thanks for the patch, Thuellai !

I played a bit in adventure mode, encountered a bunch of Jaggis, and everything went fine !
Strange thing is : when I stand on a stack of bones and create a piece of bone armor, no matter how many bones there are, it always consumes the whole stack, it seems...
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ultimuh on December 18, 2013, 07:54:44 am
Posting to watch, since this interest me.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Jimexmore on December 30, 2013, 01:43:24 am
Did you fix that baggis?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Thuellai on December 31, 2013, 06:01:31 pm
Hi !

Thanks for the patch, Thuellai !

I played a bit in adventure mode, encountered a bunch of Jaggis, and everything went fine !
Strange thing is : when I stand on a stack of bones and create a piece of bone armor, no matter how many bones there are, it always consumes the whole stack, it seems...

That's a known bug with adventure mode crafting, I believe, along with the bug having to do with...  Gauntlets, I think?

Glad to hear all the creatures are spawning and behaving as they should be.  They were the largest part of this mod, after all, and updating them to a functional standard for the new edition was definitely the longest part of things (I spawned each and every one to make sure nobody was missing skin or body materials.  Took hours)

It's just a really fun mod, and I've been frustrated for a while that it wasn't up to standards, so I got cracking.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on January 09, 2014, 11:37:47 am
Thuellai, first of all, thanks for bringing the mod up to date!

I've yet to meet anything other than bullfangos and shakalakas. Two things of note: As the bugs section of the main post in this thread says, bullfangos seem not to lose blood. A vamp can feed on them, but they don't actually bleed out anything. The other, for some reason, is that shakalas sent me to kill other shakalaka bandits who were in the same civ. At first all shakalakas were friendly, then when I killed the ringleader, all became enemies. Guess that might be a normal DF bug.

Also, bullfangos seem extremely common, every third quest is to kill a named one, but it might be just this gen, I'm genning a new world with more monsters and stuff and we'll see.

EDIT: Eh, having trouble genning a world, it just crashed randomly in the first 30 years. (So far: 25, 25, 25, 26, 2, success, 25, 0, 6 for crash years). No changes in the parameters. World gen goes through without the mod installed. It is the only mod installed on both the new LNP and a vanilla DF.
Errorlog:
Spoiler (click to show/hide)
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Iados on January 12, 2014, 02:53:15 pm
*looks around*
Dear God.

This mod was THIS popular?


Well... what can I say?
I think I owe you all an explanation: in the old days I was still working on this, my PC decided to die. Tech Support took some 4 months to fix it, and I lost all my files and my interest in both Dwarf Fortress and Monster Hunter in that time.
I just started playing again today and was checking the forums to download some mods, I'm honestly surprised this wasn't completely forgotten.

I don't think I'll pick it up again, I can't remember anything about how to mod, I admit it, and I'll probably just forget or lose interest again if I do. So Thuellai and anybody else who wants to has my "official" permission to continue/update the mod as they wish. :D


Well, with that said... when I find some time I really should get back to hanging around the forums... and maybe finally upload a decent avatar.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on January 13, 2014, 08:24:55 am
*looks around*
Dear God.

This mod was THIS popular?


Well... what can I say?
I think I owe you all an explanation: in the old days I was still working on this, my PC decided to die. Tech Support took some 4 months to fix it, and I lost all my files and my interest in both Dwarf Fortress and Monster Hunter in that time.
I just started playing again today and was checking the forums to download some mods, I'm honestly surprised this wasn't completely forgotten.

I don't think I'll pick it up again, I can't remember anything about how to mod, I admit it, and I'll probably just forget or lose interest again if I do. So Thuellai and anybody else who wants to has my "official" permission to continue/update the mod as they wish. :D


Well, with that said... when I find some time I really should get back to hanging around the forums... and maybe finally upload a decent avatar.

Well, to be honest, I love Monster Hunter, even though I only picked it up at Tri. Those monsters in a DF game just shows how badass a hunter is and why those monsters are so dangerous (I hate seeing them in they shape they are in after a hunt, so it also helps my conscience).
Plus, we're talking about a game where monsters are already heavily detailed (part breaking), now it reaches DF levels, which is simply epic.

It was a damn great idea to combine MH with DF, really. Because monsters. Thanks for that, seriously, even though I wasn't actively playing in the version 31-era.
(Also, this may or may not have contributed to my acquaintance with MH in general)

Finally, welcome back to the madness that is Dwarf Fortress. *evil laughter, turning into a scream and the sound of magma and a wyvern roar*
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: dirkdragonslayer on January 18, 2014, 01:29:41 am
I remember a this mod a while back, but I thought to myself, "Only me and a couple people like it, it won't take off, sadly." But it's back, lordy lordy, it's back. I love it when I see monster hunter implemented into other games, and I can see dwarf fortress handling this beautifully. I imagine hunter villages, charred and blacked by rathian fire, and fores... well, it's not time to ramble, it's time to download. Awesome!

Edit: Nvm, thought this was a rehatching of the idea, turned out people necro'd it for nostalgia's sake.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: dirkdragonslayer on January 18, 2014, 01:34:54 am
Oh, and any modder who feels like they wanna do a new one of these for the newer versions, please do. I would love to see it redone, and I bet others will, cause these monsters are downright scary when combined with DF.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ikaruga on January 28, 2014, 08:00:52 am
Hi, I have a problem with the mod : when I generate a world with a history longer than 10 years, the game crashes.
Can someone help, please ?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Thuellai on February 05, 2014, 08:34:42 pm
Oh, and any modder who feels like they wanna do a new one of these for the newer versions, please do. I would love to see it redone, and I bet others will, cause these monsters are downright scary when combined with DF.
Actually, it is redone to a certain degree for the new version.  Just bringing everything up to code, aside from one or two stubborn tags.  I might start working on the new stuff from 3P/Ultimate/etc here soon.

Wim, I'll look into that crash issue (haven't had it myself)

As to Bullfango prevalence, maybe it's because they're so hard to kill?  Fixing the bleeding issue may actually balance both.  Lemme see if I can figure out why they don't bleed, and if I can fix that and some of these errors from your log, I'll post a new version of MHR.

Iados, glad to see you back, and I hope you enjoy the mod!  It's still like, 80-90% your work, honestly.  I just brought it up to code.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ikaruga on February 07, 2014, 04:56:17 am
Thanks for your help ! Tell me if I can provide any logs or anything.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: blazing glory on June 08, 2014, 01:39:32 am
How good are the bones for adventure mode weapons? And I don't suppose if I use wyyvren (Can never remember how to spell it.) bones it would make a difference?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: BlackFlyme on June 08, 2014, 12:32:20 pm
It looks like there's a bone template for every military grade metal.

You could have anything from copper-like bones all the way to adamantine. It depends on the creature the bones came from.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 10, 2014, 06:09:09 am
Well, I tracked the bullfango prevalence issue to the fact that while they are extremely common (as in, spawn in any biome) they also don't have a max age set, so they live forever.
I've also fixed all the errors that appeared in the errorlog, all of them were problems with syndromes where a token was missing a number, I believe.
Fixed bullfangos not bleeding too.
I toyed around with life expectancies. Added on for bullfango, removed some age caps in Wyvern_Other for the extreme elder dragons. For most of them it's a shorter lifespan now. I'm not sure they're quite good. Need to decide if I should base the age on lore or just remove it for large monsters (semimegabeast/megabeast levels).

I believe that's all. I was doing this for personal use, but I don't know if the mod is still being developped or no, so I thought I'd release it. Credits go to Iados and Thuellai.

The mod with minor patchwork (http://dffd.wimbli.com/file.php?id=8632)

Is anyone still working on this mod? I'm not a modder, but I think I could pick it up and add to it. Or at least keep it working with DF's newer versions.
If no one is developing, I'm open to suggestions on what needs work and what needs to be added, et cetera.
Until then, Good Hunting.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Ikaruga on June 11, 2014, 02:07:54 am
With the previous version, I had a bug which crashed the game during worldgen.

Your patch fixed it, thank you !  :D
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 11, 2014, 06:10:56 am
With the previous version, I had a bug which crashed the game during worldgen.

Your patch fixed it, thank you !  :D

You're welcome, though I really did nothing with that. It seems to be a problem with DF worldgen and beasts set to very high in a medium or larger world. It MIGHT also be a problem with one of the monsters. Unfortunately, I've found no error reports or logs. Windows recorded it and has an error, but no useful info on what caused the problem.

There was a similar problem before DF v0.34.04 IIRC. I'm going to do more research/tests and see if I can come up with something conclusive.

For now, it seems it's much safer to make worlds with less beasts or less size. Also, advanced worldgen seems to work more often.

Oh yeah, a question about the crash; when did it happen in worldgen? I got mine in the first few years of history simulating.
Quick edit: in Windows Event Logger I managed to find that the crash is caused by DF trying to access memory it shouldn't, so it might be using too much memory due to something...
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: blazing glory on June 11, 2014, 06:14:26 am
With the previous version, I had a bug which crashed the game during worldgen.

Your patch fixed it, thank you !  :D

You're welcome, though I really did nothing with that. It seems to be a problem with DF worldgen and beasts set to very high in a medium or larger world. It MIGHT also be a problem with one of the monsters. Unfortunately, I've found no error reports or logs. Windows recorded it and has an error, but no useful info on what caused the problem.

There was a similar problem before DF v0.34.04 IIRC. I'm going to do more research/tests and see if I can come up with something conclusive.

For now, it seems it's much safer to make worlds with less beasts or less size. Also, advanced worldgen seems to work more often.

Oh yeah, a question about the crash; when did it happen in worldgen? I got mine in the first few years of history simulating.

Well I tend to get the crash when the game is placing the last civilization or very early in the years progressing,around year 3.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 11, 2014, 03:40:43 pm
Same here. Does it also happen in vanilla? I would check myself but can't atm.
Hm... can you check if you have felyne, melynx and shakalaka civs in working worlds?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: blazing glory on June 11, 2014, 09:58:09 pm
Same here. Does it also happen in vanilla? I would check myself but can't atm.

No it doesn't happen in vanilla.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 12, 2014, 01:01:10 am
Same here. Does it also happen in vanilla? I would check myself but can't atm.

No it doesn't happen in vanilla.

Thought so, but had to ask, thanks. I'll try to look into it ASAP.

UPDATE!
AND! Now it is fixed! I haven't had a crash in multiple worldgens now with beasts set very high on a medium world.
Turns out that not all monsters designated as semi-/megabeasts had lairs assigned. Now they all do, so there should be no crash when the game wants to put them in. (Theoretically, it should have come up in smaller worlds too from time to time).
The best byproduct: Now ALL large monsters can be encountered on sufficiently large worlds (unfortunately, due to variety, it's unlikely that all monsters will be found in a single world).

The link a few posts back should still work and I'm going to add it to my sig to advertise a bit.
Now then! Time to actually add some stuff, what would you guys like to see? What should be changed, perhaps?

Right now most monsters have "WILDERNESS_LOCATION" as lair type, though some have SHRINE or SIMPLE_BURROW/SIMPLE_MOUND. If you encounter a monster in a lair it feels unnatural in or think one of the other lair types (Quote from wiki: The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH) would be better, say it.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 13, 2014, 08:06:42 am
Bumping so people get an update notification. Look at post above for update details.

And please, suggestions would help a lot. I'm planning on adding altaroths and bnahabras for some general annoyance, but that's hardly something on its own. Any monsters/MH features you'd like? (plenty of monsters already, but I can add favourites, I'm looking for more MH-world unique things like the plants and their uses.)
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: blazing glory on June 13, 2014, 08:17:15 am
Bumping so people get an update notification. Look at post above for update details.

And please, suggestions would help a lot. I'm planning on adding altaroths and bnahabras for some general annoyance, but that's hardly something on its own. Any monsters/MH features you'd like? (plenty of monsters already, but I can add favourites, I'm looking for more MH-world unique things like the plants and their uses.)

Well I like the Zinogre,maybe you could make a way to implement some of the elements into metal? I would also like the bullfango toned down a bit because they are like horses,only they chase you.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: jaxy15 on June 13, 2014, 08:22:37 am
Bumping so people get an update notification. Look at post above for update details.

And please, suggestions would help a lot. I'm planning on adding altaroths and bnahabras for some general annoyance, but that's hardly something on its own. Any monsters/MH features you'd like? (plenty of monsters already, but I can add favourites, I'm looking for more MH-world unique things like the plants and their uses.)
Rajang. Definitely Rajang.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 13, 2014, 09:20:20 am
It would be nice to have some polls, I might consider making a new thread if I get into it seriously.

I like the idea of elemental weapons, but last time I checked weapons could only have one sort of damage. So it's either element or physical. I'll check into it though, been a long time since I made my last walk in the world of mods.

Rajang and Zinogre sound good. More any-biome land creatures goes a long way. I'll also work on Gobul as Iados' notes mention it and water is one of those things that's part of everyday fortress life.

Yeah, I've noticed that bullfangos get a lot of spotlight. (Number of quests to hunt them should decrease now though, as more monsters appear in normal gameplay). I'll see what I can do to tweak them. You have to remember that they're terribly agressive though, like almost everything in MH. I'll do a few tests to see what I can do to keep them agressive but more annoying than actually dangerous.

Btw, I've only been playing since Tri (but I also have Tri U), so my knowledge of older monsters is a bit limited, but some delving on the wiki and watching videos should compensate.

My largest dilemma right now is monster lifespan. I saw a lagiacrus die after a mere 69 years, even though I was pretty sure I increased that. I'm not quite sure how long they should live. A couple hundred years seems best (well, except for the smaller monsters and playables), but I can't quite decide on the exact time.
Current thoughts (yes, I love input from ppl):
Felynes/Melynxes: Roughly 50-70 years. [Range of maxage]
Shakalakas: Problematic, but they are related to Felynes and Melynxes, so I'd give them about 10 years less. 40-60.
Smaller monsters (bird wyverns, jaggi-calibre): 30-50 years.
Semimegabeast-level large monsters: Definitely 3 digits, but should be near the human lifespan as well... I want them to live longer so that they get long kill lists and actually should need hunters, not just die out on their own. But live too long and it feels too irrealistic.
Megabeasts-level monsters: Probably 1000+ to no death by age. Though in most worlds it would be unlikely, but finding the story of a 1000-year old Raviente finally passing away after terrorising the world for centures would be nice.
The non-SMB level large monsters would be between small monster and large monster lifespan, but it would vary depending on if it is a well-developped small monster (i.e.: Congalala) or a unique species (i.e.: Qurupeco)

I wish the MH lore actually had some more references to monster age. We know that the elder dragons are usually considered unbelievably old and dangerous. The Lagiacrus has to be a few decades old too, but that's not much to go on...
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Dark5pawn on June 13, 2014, 02:03:56 pm
Hey guys so this seems like an absolutely incredible idea to do monster hunter themed DF.... However I am an utter noob when it comes to editing the files :P. Is there any chance you could make a download with everything set up? or at least the raw folder? I would be so eternally grateful if you could.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 13, 2014, 02:19:36 pm
Hey guys so this seems like an absolutely incredible idea to do monster hunter themed DF.... However I am an utter noob when it comes to editing the files :P. Is there any chance you could make a download with everything set up? or at least the raw folder? I would be so eternally grateful if you could.

I updated the download with a readme and my entity_default which has the 4 default major races (dwarves, elves, humans and goblins, but not kobolds) already modded to be able to use the metals/weapons of the mod. I didn't change the zip's name or the version listing on the download, but it is update.
No other changes yet though.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Furtuka on June 13, 2014, 09:24:45 pm
Jhen Mohran would be nice. And the Lunastra and Teostra
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 14, 2014, 03:16:57 am
Jhen Mohran would be nice. And the Lunastra and Teostra

Lunastra and Teostra are already in. I'll add Jhen too, but since it's desert-only  you won't see it much.

I'll prob write together which monsters are in and where you can find them when I have the time. Iados wrote down the monsters but not all the places where they are found.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 16, 2014, 06:19:55 am
Looks like I'm forced to double-posting...
-Added Jhen Mohran and Zinogre.
-Bullfangos are no longer "LARGE_PREDATOR", meaning they won't ambush you or be quest targets. Made less durable, but still dangerous.
-Monster max ages got a bit varied around again. Most megabeasts will live to 250-350 years. Gigantic monsters are generally ageless. Great Jaggi/Baggi live under 100 years. Smaller monsters generally up to 40, 60 or 80 years, varying.

I'm tired, so I uploaded it now, before I add Rajang. Also need to look over interactions as I saw that Lagi/Zinogre lightning attacks seem to have very little noticeable effect (I added some pain to the effects for now, we'll see how that works out).
I also need to look into some monster's attacks. Some of them aren't very varied. Some have one-two strong attacks mixed with ones that are near-useless.
Probably pet values too...

As for the gigantic monsters: They have been resized to be somewhat smaller than before. (Akantor, Ukanlos, Lao-Shan, Shen Gaoren, Raviente, Jhen, Yama Tsukami). Some of them still are way too large and the game might say that you only "fractured/tore the scale/skin/muscle", but you ARE doing damage to deeper tissues as well. However, it's unlikely you'll chop off something or actually land a killing blow. After getting a few good hits in, try retreating to let them bleed out. And seriously, only attempt to fight one with good training, equipment and a team. Even Bronze Colossuses have trouble fighting them and if they do win, it's because the monster's attacks are unsuitable to kill inorganic enemies. They are however, perfect for killing fleshy things; like dwarves.

Now, my main task will be playing a bit and finding out how gameplay is going. Feedback always appreciated.
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: jaxy15 on June 16, 2014, 07:23:50 am
Wimopy, maybe you should start a new thread, considering OP isn't updating this one anymore?
Title: Re: Monster Hunter Universe Mod v 0.4.7 (+ tileset&graphics)
Post by: Wimopy on June 16, 2014, 07:32:41 am
Wimopy, maybe you should start a new thread, considering OP isn't updating this one anymore?

I guess. I was using this to wait and see if someone else was developping the mod. I believe enough time was given, so I guess I'll just officially take over.