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Topics - Unknown72

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1
DF Dwarf Mode Discussion / (Steam) New Fort Limits?
« on: December 20, 2022, 03:51:51 am »
Okay, so I got curious about what the new limits for forts can be now, if there is any. Normally my computer can run a 5x5 Embark with 250 Strict Pop cap fine for a little while until I start getting advanced defense setups, well, setup.

Has anyone tested the Steam version with massive embark sizes, like a 10x10 with 200 Pop Cap? or even just going to the max 16x16 and seeing what happens? A person I know whose only ever played Steam DF told me that they did a 6x6 embark and is sitting at 100 dorfs just fine, so they're considering increasing it.

Edit: We also learned that you can have Multifloor Outside Housing now! They were able to build a 2 story house with a roof just fine, so that's exciting!

2
DF Modding / Modding Discord?
« on: December 17, 2022, 10:52:18 pm »
Is anybody in the process of making a modding discord to help new people with mods, give help on porting normal DF mods to Steam DF, etc?

If need be I can do the initial setup of the server itself and transfer ownership to an experienced modder/community member like Meph, Splint, FirePhoenix, Sver or the like, but I think it'd be a huge help for the massive wave of new people coming to the DF modding scene.

3
Hi all, so to clarify before I go into the specifics for this, this is a playthrough of the newly translated Amazing Cultivation Simulator game, in the theme of a DF Story/Communty Fort. What this means is that people can claim characters, make decisions and actions that affect the Sect, and if wanted even make their own entries as "written" by their character (which i'll attempt to reflect in the game as best I can.)

For those that don't know what this game is and to explain it for them, Amazing Cultivation Simulator is a game about Cultivating People, Items and Animals into, basically, Gods. They can get so strong that they throw galaxies and universes at each-other. It's a popular chinese mythology where if you consume Pills and Elixirs crafted with special materials, meditate and train your body you can become immortal and eventually ascend to become strong enough to create your own universes. The game itself, to explain it in simpler terms, plays similar to Rimworld in that you managed to escape from your Sect (a gathering of Cultivators that teach and train other, newer cultivators while building and maintaining an entire, almost city wide, population whilst also building their own cultivation). However those are where the similarities end, this game has so much content in it that it's ridiculous, if I tried to list it all here then this post would go on for far too long. For heaven's sake the Basic Guide has 94 pages and briefly only mentions quite a bit of other aspects of the game itself! I'd highly recommend checking out on steam or watching streams about it, as just the sheer amount of things you can do is ridiculous.

Now back onto the topic itself.

As a heads up, there's 2 major important notes for anyone looking to Claim a Character. The first is that not every character will become a cultivator. Inners (aka Cultivators of any kind) don't do manual labor, literally all they do is Cultivate. This means we need to have a standard amount of Outers for building, cooking, maintenance, and other kinds of important jobs. We can mitigate it a bit via 2 different kinds of miracles (should we find the laws for them), one that brings Vessels to life and another that brings Corpses to life, but they cannot do advanced manual labor (cooking, producing, etc), only Basic (cleaning, hauling, etc).

The second is that, yes, you can attack/fight each other, via 2 ways. The first is by building a Dojo and sending 2 inners to fight there, this is a non-lethal way of fighting but can only be done by Inners. The second is simpler but far more lethal, and that's by ordering inner or outer to attack another inner or outer in the sect. These fights are typically to the death, unless you get lucky and knock them unconscious before they get too many serious wounds or use a Hunting Bow (which cannot kill, only knock out). What this means is that if you want to attack someone, and you lose, you can't complain if your character winds up dead, especially in the case of Inners. If this goes to far I'll most likely outright outlaw the attacking of other disciples.

Moving on, I'll be using a few mods which I'll list here:
Spoiler: mods list (click to show/hide)

I won't be playing on Immortal Mode (this games version of Ironman, but with mutators to add new mechanics you have to be careful of) just in case anything happens or a major fuck up somewhere causes my computer to explode like the fourth of July or something similar. We'll also be on the default Plains map on Large size with no starting Fei or Lushu, but if we get destroyed and want to restart then we can change that later. We will have a unique Legacy enabled, which are unique landscape features with unique mechanics but can be very dangerous if not handled correctly. The one we have being the Illumitree, which spreads Spirit Soil around it over time but can block meridians and Qi if careless when around it for long periods of time, which means having someone with Panacea miracle or Spirit Powder will be required if we get unlucky and it spawns in a place where there will be lots of traffic.

I will be having the Guard period for Enemy Events set at 24 days. This means for the first 24 days we won't be getting attacked, giving us time to build and get a foundation going unless we get merked by the animals or accidentally stumble upon our maps Awakened Beast in the bottom right or left corner of our map and being careless about it (the game warns you when you're getting close to it).



The Setup
This is our first Disciple and our prospective first initial Cultivator. Alongside this you can slightly see that I took the Sword Legacy, which lets us start with the Seven Slaughtering Sword Advanced Law at the start. I figured it'd be best since we get the other 5 basic laws later on, so taking a starting basic law is redundant. You can also see I made sure that they have a slightly decent Stat match up, with high Qi Sense and Battle, which are good stats for a Seven Slaughtering Sword practitioner (Qi helps with Max Qi, which is really important for Breakthroughs and Gold Core Quality. Battle is just important in general for anyone you're considering for anything combat related, and Seven Slaughtering Sword is heavily combat focused.)

(Images will be Spoilered purely due to how big they are size wise.)

Spoiler (click to show/hide)

Our second disciple which will most likely just be a dedicated outer for a long while for the labor they can do, due to their decent all rounded stats for general production based and outer jobs, with passions in the one's they're lacking. They're also made as a good potential Cultivation Crafter, due to their passion and decent stat in Magic Crafting, meaning if we can get a Law focused on Artifact Crafting or Alchemy they'd be a great pick for it. Alongside just in general being a good fighter.

Spoiler (click to show/hide)

Finally our last Outer. They're bad as an outer overall, which is fine because they'd be a decent second Seven Slaughtering practictioner, or a True Sun (one of the 5 Basic Laws we unlock later) Practitioner, as that Law is for Spellcasters and she has high Magic and Battle, though the low Qi Sense means her Qi to spend on spells went be too high, we can refine it over time later if need be, or use some unique rebirth items or even just rarer manuals/laws (like Heaven Stealing, which has a skill to up Qi Sense by 2 (and an additional 5 if they practice that law itself) if we find it) and materials, including random gen manuals if we're lucky, to increase her Qi Sense overall.

Spoiler (click to show/hide)



Alright, for now that'll be it. Sooner or later I'll go ahead and begin the first post to get the story started. I'll be claiming the first Disciple that will also turn into our first Cultivator, Dou Daishuang, though I'll probably change their name later. I'll be making a couple empty posts after this so that i can put important information like the current sects Roster (since you can have at max 36 people in your sect at the highest Size (at 2000 rep), and any sent to Agencies don't count towards your max count since they're effectively banished aside from giving you regular resources), alongside logging each update and keeping a counter for Alive/Dead/Injured/Banished/Agencied disciples.

Feel free to claim the other 2 if you want! I'll note it down once I make the roster post!

4
DF General Discussion / DF CPU Benchmarking
« on: October 31, 2019, 10:14:19 pm »
Okay so slight change but the idea is to compare eachother's world generation times.

In advanced parameters use Large Island

World Seed: DFcnxOnt0aje0Djfemcv
History Seed: 37CElgQge4H5d1vPxS5E
Name Seed: LWyz4Q5SaXxG5kpIHDPE
Creature Seed: x1SfNwLLbwhW4BZrrTZY

Keep all the other seeds random and set End Year to 250. I used a stopwatch to get more exact times.

My computer specs are:

RAM: 12gb
CPU: AMD FX-4300 Quad-Core Processer 3.80 GHz
Graphics Card: GTX 1050ti


Stable World Generation Time: 2 Minutes to generate a stable world
History Generation Time to 250: 16 Minutes

5
DF Modding / Item Syndrome Reborn DFHack Help Needed (Solved)
« on: October 12, 2019, 06:07:52 pm »
So I'm trying to use Item Syndrome Reborn script to be able to apply Syndromes to items, but i'm having some difficulty, If anyone could help me figure this out, that'd be great. Item Syndrome Reborns creator said its supposed to be future proof, hopefully that holds out.


So basically, to test to see if it works, I created a material with a syndrome and script specific Syn_Class tags, created an armor that uses that material and reactions to basically create it for free. The reactions work fine, but I don't know if the script itself doesn't or if i'm messing up somewhere raws wise.

Here's the code/raws

Spoiler: item-syndrome.lua (click to show/hide)
Spoiler: onload.init command (click to show/hide)
Spoiler: the armor (click to show/hide)
Spoiler: the reactions (click to show/hide)

6
So, with the resurgence of the My Little Fortress mod, I've decided to do a Community Fort with it! It should be interesting, and hopefully shouldn't break (too bad at least). In this initial post I'm going to just detail the rules/guidelines for both myself and anyone wanting to be ponified and the starting situation. Actual story posts game wise will begin later today or tomorrow.

That being said, here we go.

The Rules for Me:
-No Meat (Fish is ok)
-Aboveground homes and businesses only (only mines and stockpiles are permitted underground (unless circumstances arise that changes this))
-Every pony/family gets their own home (designated with Burrows) (Dormitories/Apartments are acceptable as well)
-Pony's get occupation specific buildings when possible (designated with additional Burrows)
-Draw at least 1 scene that happens in the game every few story posts


The Rules for Ponified Watchers:
-Diary/POV/RP posts are ok (I will try to do what you say your pony does in your post, in the game, but this won't be a top priority for me)
-You can claim multiple ponies if there are ones claimable


Embark Information

Town Symbol

Embark Provisions

Starting Situation


Current Town Population:
-4 Earth Ponies
-1 Pegasus Pony
-2 Unicorn Ponies

7
DF Modding / RWBY Mod
« on: September 20, 2019, 03:44:25 pm »
So as a long time standing fan of RWBY ever since I saw the first trailer, I really badly want to make a RWBY mod for DF.

Currently the idea is that there are 3 "Base" civilized Races, Human, Faunas and Grimmborn (If you know of Court Al'Aran or Malboudes works, you know what this is. Ill explain in their section), which are then split up into Sub-Civs.

Alongside this I'd be replacing various Creatures, Enemies, Bogeymen, Werecreatures, Titans, Semimegabeasts, Megabeasts and possibly Forgotten Beasts with Grimm variants.

The Human Civs would be:

-Atlesian: More resistant to Cold temperatures, Able to make different grades of Atlesian Steel (Lightweight and cheap, but not sharp or durable in any regard), Learn Mental skills (leadership, bartering, etc) faster, smarter, alongside other benefits I can think of.

Vacuoian: More resistant to Hot temperatures, able to make different grades of Vacuoian Steel (Lightweight and Durable, not cheap or easy to make), able to turn different Desert based plants and animals into Food and Drink, more durable, learn Physical skills faster (Mining, Woodcutting, etc) etc.

Mistralian: neutral to Cold or Hot weather, can make different grades of Mistralian Steel (Sharper and more durable, not cheap or easy to make), learns Combat skills faster (Armor wearing, swordsmanship, etc), physically stronger, etc.

Valean: Neutral to Cold or hot weather, can make different grades of Valean Steel (Sharp and Lightweight, but not durable or easy to make), learns all skills faster (but not to the extent of the others), natural leaders, etc.


Wastelander: People that survive living in the expansive Grimm Wastes. Learn all Survival skills faster (Foraging, Farming, Butchery, Swordsmanship, etc), can turn certain wasteland specific plants and animals into Food and drink, physically stronger and more durable, etc.


Bandit: Survives by raiding weaker targets around them. Learns Combat skills faster, baby snatchers, etc.


The Faunas civs will be Tribes seperated via Genus, but are all friendly with eachother. All Faunus have Nightvision.

Feline Tribe: Tigers, Cats, Lions, Pumas, etc. Has a chance of having feline Ears, a Tail, or Claws, agile, natural hunters, etc.

Canine Tribe: Wolves or Dogs (can't think of more that are canines, feel free to suggest). Has a chance of having canine Ears, a Tail or Claws, fast and durable, loyal, learns quickly, etc.

Amphibian Tribe: Frog, Poisonous Frog, Salamander, Axolotl, Toad, Poisonous Toad, Newt, etc. Has a chance of having Slimey Skin, webbed hands/feet or long tongue. Can possess a natural Poison/Toxin, fast and agile, whimsical, etc.

Arachnid Tribe: Spider or Scorpion (of various types). Has a chance of having Poison Fangs (if spider), Stinger (if scorpion) or Multiple Eyes. Can possess natural web spinner, flexible and quick, natural hunters.

Avian Tribe: Eagle, Hawk, Dove, Crow, Seagull, etc. Has a chance of having Wings (allowing Flight), Feathers in hair, or clawed feet. Quick and smart, natural scouts.

Reptillian Tribe:

Bovine Tribe:

Ursine Tribe:

Piscine (Fish/Aquatic) Tribe:

Vulpine Tribe:

Serpentine Tribe:

Murine (Rodent) Tribe:

Equine Tribe:

The Grimmborn Civs are split into 3 different types of Grimmborn.

Awakened: Human/Faunus + Grimm hybrids, taking on the traits of their Human/Faunas side but with pale skin, red eyes, horns and a grimmified feature (a large, powerful arm, tentacles, boned legs that are faster, etc).

Abomination: Human/Faunus + Grimm hybrids, but didn't adapt correctly, causing them to mutate into a Human/Faunus-grimm abomination, but still retains their sentience.

Perfected: Human/Faunus + Grimm hybrids that look like any other Human/Faunus, but can turn into their Hybrid form at will. Stronger then both Awakened and Abominations, and have a chance of having aura/can have their aura unlocked.



I'll edit in relevant information once I get home but I do have a few questions to get this going.

For Aura, is it possible to give civs a natural armor that, once depleted, can regenerate/be restored via Auric Booster?

Also is it possible to have Civs to have a chance to have Semblance as a Natural ability, with the semblances detailed in another file? (So that I don't have to make 100s of castes with different semblances)

Is it possible to have Aura be a chance to be possessed? Or have it be "awakened" via a custom building/workshop?

Is it possible to have Transform on Weapons, to simulate Mechashifting? Or have Melee weapons also have Ranged capability? (If not then this will be placed in Great War era, before Mechashifting was a thing, but guns were around)

I have a few more questions but these are the more important ones I need answered right now.

8
it's been a long time since the original creator of My Little Fortress (Sorcerer) has been online. (Original thread here.) So I've decided to start working on it myself. I'm still mostly new to modding however, so a lot is gonna be experimentation and wiki guesswork.



03/28/2020 - Sustainability

Updated to 47.04
Got rid of the non-pony related mods, made updating to new versions more difficult then it needed to be. Just add whatever additional mods and the like you want included on your own time.
added [MINING_UNDERWORLD_DISASTERS] to ponies, as they'll be the ones you're playing 90% of the time. Add the tag to other entities if you want them to generate those disasters (whether you're playing them or not.)
All main entity creatures (Ponies, Changelings, Buffalo, Yak, Zebra, Diamond Dog, Changeling) can do the Pet Animal interaction
Added Spy Master (Pony equivalent to Dungeon Master, does Espionage things) Position to Pony and Changeling.
Buffalo, Yak and Zebra Druid Position does Espionage in addition to normal responsibilities.

09/23/2019 - Language and Utilities

Added a Pony language that ponies use.
Added DFHack, Dwarf Therapist, TWBT and the Phoebus tileset (credit to the creators).
Re-enabled flier (will disable if pathfinding still is fucky, hopefully the fixes to Jumping and Climbing mitigate it).
Re-enabled pony specific workshops (nothing was wrong with them, sorcerer was going to improve them but never did).
Unicorns and Alicorns are now the only Pony's to get Strange Moods (if I did it right, at least).

09/17/2019 - Sustainability

Updated to 44.12 and added missing keybindings for the Civ screen/menu.

04/05/2017 - Download should work again now - yay!

Fixed some lizard related issues with the latest version and added some missing tags.
certain unicorns can now take up the mantle of princess so that pony society does not completely collapse if the worldgen Alicorn dies (which they tend to do)

02/02/2016 - Updated to 42.05 - Hooves all around!

Added several new intelligent creatures to the world
Temporarily removed flying until pathfinding issues are resolved.

There's currently an issue with generating starting positions for all the different civs, I recommend using a small or tiny world for now.

14/12/2015 - Updated to 42.03 - Vanilla Flavour added

Most of the fancy buildings and reactions have been temporarily disabled, focus going forward will be to add and improve interactions.
They are still available as .bak files in the raws, and are simply commented out of Entity_Pony.txt if you want to play with them.
The Fleece reaction to make faux leather has been moved to the clothier for now.

Other Updates:
Yak added
Cows, Donkeys and Goats added as minor civs
A lot of tweaking to civilization numbers
Removed flying from fliers as it was more trouble than it was worth.. hopefully pathfinding will be resolved now that you can get fliers in default fort mode.

Code: [Select]
24/07/2014-07/08/2014 - Tested in 40.06

Various planning/plodding along with reactions and interactions, some of the planned features can be found in the Elements of Harmony Planning Document.
Reworked Pony Skills quite substantially. the different skill rates of the pony types have been exaggerated a bit more and cutie marks are stronger in comparison.
a list of skill rates can be found alongside this changelog.


You can now identify ponies by their profession names, Lumberjack-> Earth Pony Lumberjack

Gems should be findable again

Military Castes and the pegasus ace fliers got innate morale bonuses


---

23/07/2014

Fixed Broken hooves not healing, tweaked pain from broken bones and bleeding a bit.

---

16-20/07/2014 - migrated to 40.04

Various Minor fixes, mostly feature planning.
Leather has been reduced to a single type, but I left butchery and meat in (for now) due to unforeseen issues with removing it.

---

15/07/2014

Modified pony bodies a bit again. should be less endless mouthpunching.
Added wings to griffons, because they have those...

14/07/2014

Tweaked Orientation tag a smidgen to share the love :)

13/07/2014 - migrated to 40.03
------------

Removed Animal Men
added chimera
modified creature_standard to include breezies, sea ponies and fabulously moustached sea serpents among other things.
fix chimera snake head being a head


12/07/2014 - bugfixing on 40.02
------------

Tweaked populations and starting biomes, added more breeders to changelings - tested OK, griffins and changelings actually breed now.

to do/next up:
Changeling Interactions
Leather/Meat

9
DF Suggestions / Half-Breeds
« on: July 28, 2018, 03:57:43 pm »
I figure for a game like Dwarf Fortress, steeped in the fantasy setting as it is, Half-Breeds and the capability to make them would be something highly regarded. I'd love to find some Half-Treehuggers, some Half-Dwarves, some Half-orcs, that kinda thing. Though i imagine you'd have to also add a [BREED_COMPATIBILITY:<civ here>] tag, otherwise you'd have people making half-breeds with anything, and i mean anything, and I think i can speak for all of us that we don't want to see any half-sheep half-humans walking around (cause only a human would do such a depraved thing).

10
So a long while ago i had started an Aurora 4x community fort/game based around Dwarf Fortress and its lore and the like. However that had ended prematurely due to a combination of a curious little sister, my own incompetence, and not putting passwords on things. SO, now its been a long while since then, my life is about to pretty much take off what with me attempting to write my own book, joining Job Corps, and most likely going into the military itself, so i figure why not do this so that i can have some enjoyment and spread it while i do all of this.

So, ill be making a second post at some point today to kick this off. Feel free to voice any interest and the like! That being said its 1:51AM at the time of typing this and i haven't slept for 2 days in a row, so if it doesn't come up soon then expect it to come up later in the day, as i have most likely passed out mid-way.

For those who want a link to the original thread, here you go: http://www.bay12forums.com/smf/index.php?topic=160804.msg7190916#msg7190916

Thankfully, and hopefully, i have passwords and a lock for my door now, so i should be able to do this without anything happening other then my own life screwing me over just like it loves to do for me and everyone else! Here's to a hopefully long, at least longer then the last one, Lets Play/Community Fort-Like game!


11
DF General Discussion / Dwarf Fortress Stream
« on: October 01, 2016, 06:48:07 pm »
I plan to do a stream today for Dwarf Fortress, but i don't know which DF i should do, as i have several different DF's installed on my computer, but each have different Overhaul Mods on them. Please help me decide which, as i have no idea which i want to do. I'll provide a link to the stream here when i start it as well.

12
Play With Your Buddies / Urist McSpaceman (Aurora 4x Community Game)
« on: September 26, 2016, 03:34:12 pm »
So, this isn't actually my first time doing a Let's Play, but it has been close to 2 or 3 years since the last time i did one. Today, and hopefully for a while, i'm doing one for a free game called Aurora 4x, commonly referred to as Dwarf Fortress In Space. Aurora 4x has the bare minimum of graphics, as in, almost none at all, but as a result the depth of the game is ridiculous. I'm using a Packaged Installer, which means that it has a tiny bit more art then normal, but that's only in the case of Racial Pictures, Medals, Flags, and Planets (Only when viewing the system map.) You can be named as anything from a Planet, a Comet, an Entire System, A Ship Class, a Ship in general, A Fighter Pilot, A Star Drive engine, An Officer, A Scientist, A Governor of a Planet, ect... Feel free to make requests to be named as anything or to take a character for your own. We work in Council as well, meaning that instead of just having 1 Dwarf make all of the decisions for us, we all decide together what we should do.

So, in this Let's Play, we are all Dwarve's who've successfully purged all other races from our planet, and in the resulting peace we have worked together to discover a new magic called "Science". As a result we have spent a few years studying this "Science" and have been told that we are very close to discovering new materials. This is the basic set up for us so far.



So, if you've already played Aurora, then you know what most of this is, but if you don't well i'll explain it to you. Now, the Starting Year is purely cosmetic, it's just used to help track your game time wise. Difficulty modifier pretty much explains itself, 100% is normal difficulty, 90% is easier, 110% is hard, ect, i have it set to 90, so it'll be easier for me since i'm still learning this game, but not so easy that it's holding my hand. Now, the Race Generation Chance is the chance that an NPR (Non-Player Race) and the Player have to create a new race upon entering a new system. This game doesn't generate the systems at the start, it generates them when you discover Jump Points to a system. The Maximum Number of Systems is how many systems are going to be able to be generated, i have it set to 150 because this game Simulates everything, so a system could have hundreds of comets and asteroids that it'd need to be able to keep track of.

Below that is our Empire setup, we're the Dwarven Conglomerate, Short name is Dwarves, Species is Dwarf, with our homeworld name being Urist (Feel free to suggest a more Dwarven name for our home.) Our government is an Absolute Democracy, meaning the people decide what happens via vote, and the Empire Theme and Commander theme are just the themes that people, systems, ship classes, ect.'s names are going to be themed around when first generated. Species Tolerance is how much your species can handle in deviations, the only ones i changed are Max Atmospheric Pressure and Max Deviation in Temperature, the temperature deviation is normally 26, and the atmosphere pressure is normally 4, but as the Tough as Nails Dwarves that we are, i've upped them slightly.

The Starting Population has obvious stuff in it, our starting population is 500,000,000, we have 1 shipyard at the start that our Dwarves managed to make using their new magic of "Science", and we have a measly 5 research facilities for our Magic Science Dwarves. Under the Starting Race section to the top right, it will generate the Sol System, as i do not have enough practice with Space Master, which is basically GM mode that lets you edit everything, so it will replace Earths name with Urist, and the rest of the planets, comets, and asteroids will have the normal names in Sol, like Mars, Venus, and Mercury.

In the Non-Player Races section i have turned off a starting Computer controlled Race, as these races when enabled start far more advanced then we do, and most of the time are completely hostile. But not to worry, that doesnt mean NO races will be generated, it just means none will be able to find us right from the beginning and kill us before we can even start, we still have a Race Generation Chance of 30% for each system we discover. Now, in the Computer Opponents tab i only have the Precursors turned on, which means we will have opposition no matter what at some point.  In the Commanders section i have Realistic Promotions and Political Promotions turned on, this means that someone can be promoted via Accolades or via Political Connections. I also have Inexperienced Fleets turned on, which means new military ships and the pilots of said ships will need to be trained, otherwise we will have a really crappy SpaceNavy. I also have Orbital Motion for Asteroids turned off as well, as that takes a ton of processing power by itself.

Here's a simplified View of all of this as well.




Now my fellow Dwarves, lets go ahead and Strike the Sky (if that even works... WHO CARES LETS TRY MINING THE SKY!)

13
General Discussion / So, Quick Question
« on: September 26, 2016, 02:03:37 pm »
I could not find a help thread to help me so i'm just going to ask here in the GD thread.

If i wanted to start a DF themed Aurora 4x Let's Play that's played like a Community Fort  (AkA people choosing things to be named after them, taking over characters, and telling me what to do as a council), where would i post it? In the DF appropriate thread, the Let's Play thread, or the Forum Games and Roleplaying thread? I plan to call it Urist McSpaceman, as it'd be, like i said, DF themed.

14
DF Modding / RWBY, Black Rock Shooter Mod?
« on: August 31, 2014, 02:23:46 pm »
I was just wondering if anyone was interested in working on a RWBY or Black Rock Shooter mod, or both? I think it would be pretty complicated with the transforming weapons and such, and the RWBY mod even more complicated because you'd have to add Aura, Semblances, Transformable Weapons, Dust, Weapons/Aura/Semblance Reactions to Dust, Different Dust Types with Different Effects, Adding Grimm/Torchwiks Gang/Cinder Falls' Gang/Juniors Gang/White Fang, Adding Roman Torchwik/Cinder Fall/Emerald/Mercury/Junior/Miltia and Melanie/Ursa Major/King Taipitu/Alpha Beowulf/Giant Nevermore/Lead Deathstalker as Bosses (with Miltia and Melanie coming at the same time) Different types of Projectiles, Dust/Aura/Semblance/Weapon Reactions to these Projectiles, Having your fort instead become a School, Creating as many Semblances as you can think of, and Allowing the Bosses/Human Attackers able to use Dust and their special Abilities from the show, and having your dwarves/students getting Transformable/Multi-Purpose weapons and their own kind of semblance.

Like i said, REALLY complicated for RWBY, Less complicated but still pretty complex for Black Rock Shooter.

15
THIS HAS BEEN RESTARTED! Posts start page 3 and up!

First things first, Rules. First of all, this isn't a Succession fort. For this you will/can claim a character and choose their name, profession, and whatever else you think they need. Feel free to ask for info on any candidate/pony and i will provide it! (for example their full on description and other such things.) I strongly urge those of you (if you wish to, don't want to force you^^) who claim a character to post on this thread about the things that happen around the fort in your point of view! Also you can make your characters as crazy/weird/unique as you want, but no things like Daemon possessing's or earthponies being able to use magic! (If you can tell, this is inspired and created thanks to me reading through the posts of My Little Fortress. Glittlerglen. I found it very interesting and wanted to see what would happen with all the new things that have been added and with different ponies and personalities!)

The My Little Fortress Mod is not of my creation, here's the link to it: http://www.bay12forums.com/smf/index.php?topic=80240.0

Onto the world!

World: The Planet of Wind
Civilization: The Brave Sugar
Princess: Atrid Thebigest
General: Ushdish Babigest
Fort/City Name: Glosstrot
Starting Year 5

Official History(Created by the ever awesome Splint):

On the 23rd of Rain's End, Year 1021 of the Celestial Era, many nations that had known only perhaps the most minor of armed conflicts at best, found their seemingly unending peace shattered into a thousand pieces. Changeling hordes, lead by many new queens having deposed Queen Chrysalis as a weakling in a bloody coup, descended upon Equestria and it's northern neighbor the Crystal Empire. The attack was sudden, unexpected, and deadly. In a matter of days the changelings had laid siege to the Crystal Empire's capital city, and they were sweeping through northern Equestria frightfully quickly, driving hordes of refugees before them.

In a desperate move, the Royal Guard met three hives worth of the fell invaders at Chandler's Hill, hoping to knock the wind out of the attackers long enough to build a proper army. When the two sides clashed, thousands died. The details are largely unknown now, but the Royal Guard had bought much needed time for the rest of the country, and by the end of Flower's Bloom, a hastily raised army marched out of their muster point of the Condor's Peak lowlands to face the enemy. By this time, communications with Princess Cadence in the north had started to become increasingly sporadic and desperate in tone.

One the 2nd of Solarflare, the newly minted "Equestrian Guard" saw it's first test at Heartland Forest, and after a three day long fight, to the surprise of even the officers and guardsponies they claimed a stunning victory and inflicted absolutely horrendous casualties on the changeling horde under Queen Nightshade (who was found to be among the changeling dead.) Some estimates of Post-Canterlot historians place the changeling casualties to be almost triple the Equestrian Guard's. However, this spot of hope was not to last as a subsequent attack by two more hives, ones of then unprecedented size, lead by Queens Amantia and Cordys smashed the guard one month later at Dawnbreak Crossing, killing the Equestrian Army almost to the last. Among the dead was, to the detriment of Equestria, none other than Princess Luna herself. Reports from the few survivors all say the same, that she'd been struck down by Queen Cordys just before Luna could deliver a death blow to Queen Amantia.

The hordes then continued southward.

However by now, Equestria was well aware and adventurers, mercenaries (primarily from the Griffion Clanholds,) and local militias began to harass and stall them out, settlements bunkering down and forcing Amantia and Cordys to fight lengthy sieges and hunt down war camps to remove threats of attack from behind. However this did little to deter the forces under Queens Pax, Entoloma, and Russul, who massed their forces and pushed into the lowlands just north of Canterlot and began assembling other hives. The Equestria Guard mustered a second army to face this force, but like the one lead by Princess Luna, was completely demolished, drowned by the changelings' sheer numbers, and taking with it the whole of the famed Wonderbolts.

On the 25th of Dawn's Wake, the Siege of Canterlot had begun.

Unwilling to see their capital fall without making the invaders pay a hefty toll in blood, the city locked itself down and prepared for a long battle. Only two more changeling hordes, under Queens Inocybe and Boletus, but with them the hordes had encircled the city. However, throughout what would turn into a two year long slog for both sides, multiple smaller armies of Equestrian Militia periodically tore into the changelings, and while always repulsed with terrible casualties, they would come again. However at the two year mark, Cordys and Amantia arrived and with them came the hordes from the Crystal Empire, helmed by the Queens Agari, Leptoia, and Sarcos, confirming fears that Celestia had had for over a year.

With their sheer weight of numbers, the changelings engaged in one final massive assault and hurled themselves against the ponies' defenses on 3rd Frost's End. A week long bloodbath ensued as the ponies fought, as the griffons say, tooth and claw for every inch of ground. However even in the face of terrible casualties which were quickly soaring into the tens of thousands, and with wavering morale among the defenders, both sides fought on. On 11th Frost's End the Changlings were upon the castle gates.

And by sunset on the 12th, Princess Celestia, as well as all of her honor guard and according to some even the so-called element bearers, were dead. Canterlot was lost, in spite of the efforts of the greatest heroes of the country and even one of the most magically powerful entities in the world. But their loss was not in vain. Queens Agari, Amantia, Pax, and Russul were dead, and it was later learned that Queens Entoloma and Leptoia had died of injuries sustained in the final assault on the castle after all was said and done, and the combined might of the remaining queens' hordes was severely depleted, made worse when they decided to split to crush the much smaller and less well defended bastions of resistance left in the country.

While they succeeded in smashing what little was left of Equestria as a country in the next two years, it was clear even to them they they could not achieve a "Total Victory," as attempts to invade the Griffon Kingdoms, the zebra homeland of Punda Milla and Germaney had ended in disaster and sapped the horde's strength (though not without crippling all three of these other groups and they had still destroyed the Crystal ponies outright which made their vengeance at least partially complete.) They needed to consolidate what they had, and began to raise their dark fortresses over the ruins of Equestria's towns and cities. The ponies who'd survived began to rebuild on the fringes of their homeland, making due with what they could salvage from unoccupied ruins, abandoned settlements, and old battle sites.

It was decided by these survivors that the Celestial era of peace had ended, and so on the 1st of New Star following Canterlot's fall, The Virtus Era had begun, named for an entity found in the very oldest texts: The Era of Bravery. They would survive, and they would rebuild, but they knew that to do so they would have to be brave in the face of the inevitable conflicts to come.


(The date's and such are based off of this calendar http://superfortress78.deviantart.com/art/Equestrian-Calendar-Reference-Sheet-279314656 )


Plumcabbages Record, 1st Record

It had been 5 long years since the fall of Equestria. Luna and Celestia had died in battle against a major enemy of Changelings and other types of abomination pony. After they had lost, all other Civilizations fell, though not all of the ponies, pegasi, alicorns, and unicorns had fallen. After towns and cities were wiped out, the changeling army with its horrid pony creatures had begun searching the land, trying to find every last pony of every type. Fortunately they had spent so much time searching that they had begun to die off due to hunger, their obsession blinding them. After 2 years of searching they had given up because they had lost too many forces.

After their apparent failure the last of every type of pony had started groups and eventually created new towns and cities, although not as populated as we wished, it was a start. Everypony had restarted the year calendar over, so by the time new cities had started popping up it was year 3. The old gods and deities had died off, trying to hold back the changeling army and buy us time. Eventually all of them except 1 had died. That single god was Armok, the Blood God. When year 4 came around new gods and deities had appeared supporting everypony in our efforts to rebuild and bring everything back to how it once was. Though that process will take a while.

We are from a civilization called The Brave Sugar, our group is called The Sparkle of Teaching. We have come in order to colonize a new land, though it is farther away from our original home then we would like, we have brought as many seeds as we could carry, 2 cats, 2 dogs, and the weapons and tools necessary for our ponies to begin. I am the overseer Plumcabbage, and i want to lead the other 6 who have joined me and any others who join later on into an age where everything was back to the way it was, before the Changlings had attacked. The area they have sent us is relatively safe, the only immediate dangers being the wilderness itself and the warm heat.   It is the 15th of Granite, year 5, and we're going to make the best possible of what we have. We might even become one of the large cities if we're lucky, and gain independence! But for now that is just a dream.


World map (Warning, Big)
Spoiler (click to show/hide)

Embark Info

Sorry guy's seems there is always only 1 male among embark groups apparently!

Also to the owners of Triage Stitches and Salir, if you wish to give up your ponies the feel free ^^, i know their not there original genders i'm sorry :/.

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