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Topics - SQman

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I've been on a Pokemon fangame binge for a while now, so why the hell not?

What is Pokemon Reborn?
I'll be honest, I don't know the whole story, but apparently Reborn began as an online league, whatever that is. It inspired the players (or writers?) to make it into an RPG Maker game.
The story is edgy, the writing is cringy more often than not (I think the dev was a teenager when the project started), and in the later parts it gets ball-crushingly hard; despite all this, it's a fun and well-made game with some unique ideas and mechanics. There's a wiki where you can learn more from people who know more and care more.

Special rules suggestions:
-Nuzlocke-ish - can catch only the first pokemon in each area.
*Caves and buildings that are separated into many areas count as single areas because it can be hard to keep track;
*other pokemon can technically be caught, but not used;
*gifts count as encounters;
*eggs count as encounters in the place where they are received, not hatched.

-Winners use cheats - as the game gets ridiculously hard, progressing may be either impossible for a scrub like me, or simply frustrating beyond reason. I will not hesitate to use chips to lower opponents' levels if the situation gets hopeless.



2
Mod Releases / [47.05] Jurassic Dwarf: Dino-Hybrids 1.1
« on: October 10, 2022, 03:36:47 pm »
Welcome... to Jurassic Dwarf!
Dino-Hybrids

Jurassic Garden was the most ambitious project devised by the dwarfkind in the modern age; bringing dinosaurs, monstrous beasts from bygone eras, back to life; DwarfGen's completely new technology that would, and did, change the course of history forever. The reveal of this wonder of science was not as grand as it was meant to be, however, as many factors led to a disaster that consumed many lives. Not having learned from their mistakes, as dwarves do, DwarfGen attempted to revive the project with tragic results.

That would have been it for Jurassic Garden had its files remained hidden away, forever lost to history. It was not the case, however, as after the death of DwarfGen's CEO, Urist McHammond, the company was bought by a wealthy businessman, Urist McMasrani, who has decided to give the proect a new life under the name of Jurassic Planet. This theme park was successful, thriving, making profit. Unfortunately, under this glorious success festered a pustule of greed and dangerous ambition, ready to pop at any time. What emerged from it was a completely new danger to the world, new beings not evolved but designed, in many cases specifically for sowing death and destruction.

Now, long after the second fall of DwarfGen, dwarves learn to live among abominations of past and future combined, either fighting them, forming bonds, or staying as far away as possible. How will you choose to live in this new world that was never meant to be?



What is this even?

Jurassic Dwarf: Dino-Hybrids is a mod that adds dinosaur (and not only) hybrids (and not only) from various Jurassic Park/World media! Now you too can be like Chris Pratt and be chased through the woods by a bioweapon just barely disguised as a theme park attraction! To do that, just find yourself in a savage area! You can also raise those as cattle, but who would do that?

What to expect?

The mod contains all sorts of hybridized fauna from Jurassic World, Jurassic World: Fallen Kingdom, Camp Creataceous, Jurassic World Evolution, Jurassic World: The Game, Jurassic World Alive, Minecraft Jurassic World, Jurassic World: Dino Hybrid, and Jurassic Park: Chaos Effect. The ultimate goal is to recreate everything these movies, games and toy lines have to offer.

Be honest with us, which parts of this are stolen?

The mod was partially inspired by Enemy post's Primal, and just so it happened that I've borrowed some body parts and body detail plans from it for efficiency. One of the most poggers mods out there, check it out.

The log of change:
Code: [Select]
1.1: Sneks and sporpions update!
-New dinos!
  *Dilorex
  *Dilophospinus
  *Diloracheirus
  *Diloranosaurus
  *Dimetrocarnus
  *Dimodactylus
  *Diorajasaurus
  *Diplosuchus
  *Diplotator
  *Diplovenator
  *Dodocevia
  *Dracoceratops
  *Dracoceratosaurus
  *Dsungaia
  *Dsungascorpios
  *Dunkleosaurus
  *Alacranix
  *Ceramagnus
-Gave Alangasaurus arms
-Gave Carbotoceratops a frill
-Fixed Carbotoceratops name
-Lowered child age for Aquilamimus
-Added frequency to bosses
-Sorted out skin/scale business in synapsids and amphibians
-Tinkered with bravery, violence and discipline
-Made Dilophoboa no longer lay eggs
-Made Spinoceratops [SAVAGE]
-Fixed grammar a bit
-Minor fixes

1.0: Initial release update!
-initial release


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The game: Zoo Tycoon 2
The goal: build
The gimmick: tons of custom content
Let's rock!


Currently I choose animals by closing my eyes and scrolling the croll wheel like a madman. If anyone has any animal requests, I'm more than willing to consider them.

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Mod Releases / [47.05] Rhenaya's Drow - unofficial branch
« on: August 10, 2021, 03:40:47 pm »
Rhenaya's Drow mod, updated for 47.05, also changed up quite a bit


Spoiler (click to show/hide)



Spoiler: Features! (click to show/hide)

Rhenaya's Drow mod has been one of my favorites since the time when I was compiling a modpack that ended with a big fort that I shared on this here forum, and it was all fine and dandy, BUT... Playing as the drow, I've noticed certain little things that bothered me, like the faerie fire being too strong, too little variation in names, unnecessary items, etc.

What has actually been changed?

Spoiler: OBSERVE! (click to show/hide)



What happens next?

Hell if I know. So far my own additions were minimal, and I pretty much did everything I wanted to see done. I could just keep fixing bugs that people report and update once the new DF is out, or I could keep adding monsters from Underdark. Maybe bonus modules for duergars and svirfneblins? I'll think about it.

Where's the graphics?

I don't deal in graphics, have no understanding of it whatsoever, and even if I understood it all, I'm artistically impaired. No idea if whatever was packed in Mediterraneo's version was up to date either, but probably not. If the mod is to get some tiles done, someone would have to do everything for me, and I can't just ask someone to do it for me. That means no graphics anytime soon.



The mod was originally made by Rhenaya, later picked up by Mediterraneo who kept it up to date.
If you ever offered your help or feedback to either of them, you have my deepest thanks too.

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Mod Releases / SQ Miscstuff! 1.2.1 - The crane/katana problem update
« on: June 24, 2021, 03:27:58 pm »
Have you ever had an idea that you couldn't just cram into any category, and it fermented in your brain like whatever? No? Anyone? Anyway, if you want to know more...

Guide to the wilds by S.Q. Mann

Spoiler: Chapter I: Mammals (click to show/hide)
Spoiler: Chapter II: Birds (click to show/hide)
Spoiler: Chapter III: Reptiles (click to show/hide)
Spoiler: Chapter IV: Insects (click to show/hide)
Spoiler: Chapter V: Arachnids (click to show/hide)
Spoiler: Chapter VI: Fey (click to show/hide)

Excited yet? Then why not...

It's mostly simple stuff, but I like it that way.
I will continue working on this mod depending on inspiration and will to work, both of which come and go as they please. Meanwhile, I'd appreciate feedback and maybe suggestions.

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Mod Releases / [47.05] Fortress of the Apes
« on: March 14, 2021, 04:53:45 pm »
Apes, a branch of primates consisting of two species of chimpanzees, two species of gorillas, three species of orangutans, nineteen species of gibbons, and three species of humans. The human species - tall folk, elves, and dwarves - share a relatively recent common ancestor with the rest of apes, however due to their superior intelligence they consider themselves far above their hairy cousins.

But what if something happened, maybe some mutant virus, maybe a freak temporal loop, perhaps punishment from above, that gave apes intelligence above that of humans? What if the apes could raise castles, forge swords, ride horses into battles? Would they resist the temptation to strike back at their hairless relatives (and goblins) who used to look down on them in the past?

Introducing:

Fortress of the Apes
or, proving Doctor Zaius right


Finally, a mod that I'm not reluctant to consider finished! It's a small one, but still.
Fortress of the Apes adds a single invader civilization, and that's it; not even any new weapons, just the basics. It's obviously inspired by Planet of the Apes franchise, especially the original pentalogy.

The ape civilization consists of a few distinct species:
-Chimpanzees - on average stronger and more intelligent than dwarves, those apes are the most common species, and also capable of holding most positions of power in the ape society. They learn all skills faster than other races, and can enter martial trances. Being the same size as dwarves, they are worthy opponents even for well-established fortresses, but also powerful allies, should some of them decide to change sides. They are a particularly vengeful and cruel breed.

-Gorillas - the greatest of great apes, larger than the tall folks, and strong even for creatures their size. Gorillas learn basic combat skills quickly, but they cannot enter martial trances because ultimately they do not share the aggressive nature of chimpanzees. Even so, gorillas are traditionally the millitary leaders in the ape society, usually due to their great strength and imposing appearance rather than exceptional cunning (which, don't get me wrong, is still great by human standards).

-Orangutans - calm, collected, philosophical, and somewhat withdrawn. These human-sized apes, while not as intelligent as chimpanzees, exceed them in wisdom and patience, which makes them natural thinkers. They are also drawn to medicine, and to a lesser extent leadership.

-Bonobo - these dwarf chimpanzees may appear simillar to their close relatives, however their brains work completely differently - while chimpanzees are cruel and war-like, bonobos are peaceful and cheerful. Also extremely lustful. They are just slightly smaller than dwarves, cannot enter trances, and do not like fighting. They are good at learning various forms of crafts, making use of their bright minds and dexterous hands.

-Gibbons (white-handed kind) - the small apes may not out-think a dwarf, their arms are long and thin, and they are almost ten times smaller than a typical tall man, but the gibbons compensate it all with their spirit. They are happy to entertain others with their dances, songs and poetry. They can only carry spears, blowguns and daggers, which MAY be a problem, but we'll see.

The ape civilization have not reached as deep underground as to steal the secret of metallurgy from dwarves, and as a consequence they cannot make steel.


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DF Modding / Dwarf Fortress: Nocturne -ideas and stuff
« on: October 19, 2020, 06:20:29 am »
I'm thinking about starting another project I may never finish, this time a total conversion inspired by gothic horror, Ravenloft, Fallen London, some of squamous's conversions.

Lore:

Some time in mid-19th century a series of unexplained disappearanced occured all around Europe, Asia and Africa. What people didn't know is that the people who disappeared were transported to a completely different world - the Plane of Night

The Plane of Night is, as one might expect, not a natural place. It is a world where sun doesn't shine, unearthly beasts roam the countryside, people as well as animals become corrupted. Yet civilization seems to thrive, as sickly as it looks.

Races:

Humans - humans are a recent addition to the Plane, and as such have not yet been subjected to mutations caused by corruption. Being descended from european, asian and african abductees, these folk are diverse in appearance and mix aspects of many cultures.

Nocturne elves - people from yet another world, characterized by short stature and long, pointy ears. Their skin colors range from white to dark grey and their hair is white or light grey, possibly as a result of corruption. They are melancholic but kind-hearted, difficult to anger.

Wood elves - savage folks that live in misty forests, fiercely protecting nature, corrupted as it may be. These elves somehow reject corruption themselves along with civilization. They practice cannibalism, fight with bows and wooden spears, and shape gnarled branches of half-dead trees into everyday items. As a misguided mean of fighting the world itself, they kidnap other folks' children to raise in their culture.

Masked folk - barbaric humanoids resembling emaciated men in wooden masks covering their faces. They have dark grey or brown skin and black hair, and their masks are painted in various colors. They inhabit swamps and marshes, building towns guarded by giant crocodiles and other corrupted beasts. It is unknown whether the Masked Folk are heavily changed mundane people or manifestations of some kind. They are known to steal valuables and kidnap children.

Carnies - mostly jolly manifestations of various emotions. Diverse in appeearance but generally pig-like, they are created to fulfill various roles in their carnival-towns - greasy and obese vendors sell mystery meat to visitors; strangely-proportioned clowns juggle, tell jokes and create balloon animals; hunchbacked fortune-tellers cast curses and blessings. While unsettling, they are overly friendly and readily interact with civilized peoples.

Vampires - several strains of blood-sucking undead humans that distance themselves from their common relatives roaming the evil wildeeness. They are proud of their condition and never spread it by biting, instead they breed like the living thanks to unique qualities of noble strains, or houses, of vampirism. Haughty and over-the-top in their expression, they often monologue about matters of morality and the nature of man. The main strains include:
Tepes - resembling a human with pointed ears and elongated fangs they are the most noble of all noble strains, enjoying superhuman social skills and understanding of art and philosophy. Tepes vampires are associated with wolves and have abilities connected to those animals.
Bathory - inhumanly beautiful, eternally young beings that seem weak and delicate, but boast amazing strength. Their characteristic traits include cat-like eyes and thin, needle-like fangs. They drain youth along with blood, temporarily making their victim weak and frail.
Orlok- a noble house cursed with more bestial appearance - sharp incisors of a vampire bat, long bony fingers with sharp claws, bat-like ears and glowing yellow eyes. Despite the appearance they are as arrogant as any other noble vampires, and they distance themselves from the simillar Nosferatu strain.
Drakul - the most common of the noble vampires, closely related to house Tepes, resembling them in all aspects other than their special abilities. They are the commoners among nobility, but should not be underestimated by mortals.
Vampires reluctantly trade with the living as many of them detest the idea of manual labor.

Animals:

Mundane animals - creatures from Earth and the world of elves unchanged by the Plane's energies. Nocturnal animals such as bats and foxes seem to be more resistant to corruption and retain their original forms. Common throughout the whole world.

Corrupted animals - animals "adapted" to the Plane's unusual traits. They differ in appearance and often lifestyle of their uncorrupted ancestors, bot are not all inherently hostile. Indeed, some are still pets to humans and elves. Some of the most common ones are grimalkin - strangely intelligent black cats, and wolfhounds - fiercely loyal dogs resembling a strange combination of a wolf and a bloodhound. Wild corrupted animals are common in the whole world, but some of the more monstrous ones can be encountered in the most savage regions.

Manifestations - emotions and ideas given flesh. They may resemble regular animals in shape, but they often appear more monstrous. Mostly genderless, they spawn spontaneously from shadows, or are created by sorcerers with the right knowledge. They spawn in savage and evil lands, though some inhabit good areas as well, being created out of positive concepts.

Undead - corpses brought back to false life by the foul energies of the Plane of Night or vile necromancers. The living dead take many forms - incorporeal ghosts of many types, rotting corpses and skeletons, grotesque amalgamations of body parts, more or less degenerated vampires, even possessed objects. With some exceptions, the undead appear in evil regions.

Of course regular plants would not survive in a world illuminated only by the eternally full moon. Fortunately the world has its own flora, not bound by the rules of Earth. Grey grass covers the ground, leafless trees create haunted forests, strange crops grow in fields.



What I expect from this thread are some ideas regarding:

Races - two or three hostile races would be ideal, along with a kobold-like skulking races. I consider deep ones as a lovecraftian element, werewolves with a few strains similar to vampires, hags and warlocks, devils (though I don't see them as snatchers or thieves), skeleton pirates, goblins as skulkers.

Animals - I have only a rough idea right now, and I'd appreciate helping my imagination somewhat.

Secrets - necromancers specializing in various types of undead, sorcerers who manipulate emotions, beast masters, veemin and disease mages, all sorts of nasty types.

So, I'd like to hear your thoughts.

8
This is a thread for test forts and adventures running with my bloated modpack - LCM. The forts will be generally low on plot, focusing mostly on gameplay,though they are still in the same continuity as Dungeonevened, just a few centuries later.

The main idea behind the modpack hasn't changed either; it's still al about stuffing as many mods into a single game as possible, this time also squashing bugs and incompatibilities as I go. So far there's no errorlog and the worlds generate reliably with the following mod list:

Spoiler: Mod list (click to show/hide)

Time for the first fort of the series - EmpireArmory



"My employer is interested in acquiring that plot of land for growing pig tails; what's the city's business in not selling it to us?" I asked the city overseer. As a representative of Empire Armory clothing company it was my duty to ensure that the land ends up in our posession. I was aware of only a single explaination why the city could be holding onto it.

"As you most likely know, miss Qman, some families and organizations have certain privileges. House Drilledterrors is also interested in acquiring the land, and I'm not allowed to sell it to anyone until they make a decision." The house overseer explained. Coming from a privileged home, House Hateromanced, she had no sympathy for simple folk who had to work to get by. It was the time to uncover the contingency plan:

"What if I was to take the company's plans somewhere else, far away from the city? A colony under the management of Empire Armory could technically exist, and it's overseer would be the one deciding what to do with the new land."

"So you're volounteering for the colonization program provided that it will be your company leading the new colony. I'm fine with this as long as you prove to be able to defend and provide for the colony."



"Do not expect any infrastructure being in place. You will be the first to settle those lands. Natural resources should be plentiful, though"



"Neighbors may be troublesome at times, but you should be able to strike a deal with local centaurs and moss elves. Who knows, maybe your company will gain a few new customers."



I've borrowed a handful of employees from the headquarters to assist me in creating a branch of Empire Armory in the unforgiving wilderness.

I specialize in negotiating prices and also appraisal of items of all kinds.

Uthimi is skilled in the art of digging, and knows this and that about plantlife, and that's why I employed her as our landscaper.

Raniya can tend to the fields and process plants; just what we need to kickstart the production.

Emura is skilled in turning raw material into finished product.

Tharama is a carpenter and a mason, the right person to furnish our new base of operation

Cenopi is good with a lance; she will keep monsters and invaders at bay.



I have personally packed everything a drow might need when settling the frontier - food, tools, coal, bags and barrels, and of course seeds. Pig tails and white lichen are materials for our clothing, of course; dimple cups will provide blue dye; deep juniper is a source of drow gin that we will need a lot of if we're to remain sane and unstressed.

We've also taken two zee-bats for vermin control, four moonwing moths and five cave silkworms for valuable silk, two Speleoraptors and three Cavvekans for hunting and defense, and a quaggoth slave who will do simple jobs such as hauling and helping out with the harvest. We have chosen a guar and a dimple cow to pull our wagon.



After two weeks of uneventful journey we have arrived in the spot. Time to strike the earth!

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DF Modding / LCM - Less Crazy Modpack
« on: January 19, 2020, 10:08:33 am »
Finally a proper development thread! Some may be familiar with my previous attempt at compiling a huge modpack that wouldn't be too insane. It all worked out well, considering it was pretty much my first project related to modding and I hadn't put any effort in learning how to even read the raws - everything worked and I managed to post a story on this forum (Dungeonevened).
Unfortunately the first modpack was assembled by brute force and kept together by my sheer willpower. As wonky as it was, it was my greatest creation and my babby.

The second iteration of LCM was being made to be a setting to the sequel to Dungeonevened - Twinklestar. There were supposed to be only 16 civs, most tailored by me. You see the main issue here? I had lost the sight on the main goal of LCM, and that is celebration of mods and their authors. That being said, I've learned a lot and created some cool creatures (dimple cup cows, pig tail hosts, koi dragons, yatagarasu, jian etc.).

And this here is LCM 3, a modpack made with love and care, not ignorance and luck! I know my way around raws and errorlogs now, which means I can add more mods and make them work together better!

Of course I will upload the modpack when it's more or less done, and there will be a proper semi-sequel to Dungeonevened. I'm going to keep the number of playable races low: dwarves, drow (Rhenaya's Drow), and Hito (Asin's Culture Shock). It's too early to make any concrete plans, but it's gonna happen



10
I'm not in a mood for modding, but don't worry, I'm not abandoning my modpack yet. I'm guessing that actually playing may spark that modding fire once again, but I did want some twist on this fort. How about... dinosaurs and... fashion! That's it, the only things Imperial Armory exports are clothes, but to make things more interesting a few mods are in play:

-Primal by Enemy Post
-What Lurks Below by ZM5
-Asin's Expanded Fantasy Mod by Asin
-All Races Playable by Lovechild
-More Leather mod by Sackhead
-Animal Diversification project by me (only extinct animals not included in Primal)
-Tannable scales and chitin by me

Dwarf... Humaning?

Humans are ripe for the picking!
Starting 7:
SQ Peachclap - clothier/manager - branch manager (male 25, likes Troodons, Beelzebufo meat, grape wine)
?? Martyrshock - spearman - chief security officer (male 21, likes Compsognathuses, Polacanthus meat, cassava beer)
?? Clinchchucked - miner/mechanic - maintenance engineer (male 26, likes brown recluse spider meat(!), foxtail millet beer)
?? Obeycooks - record keeper/brewer - secretary (female 35, likes Styracosauruses, Purlovia meat, slime beer)
?? Stickshoveled - butcher/tanner - processing engineer (male 23, likes turnip plants (really), Aepycamelus cheese, mead)
?? Stoppedbasements - grower/brewer/cook - caterer (male 27, likes Armigatus meat and sweet potato wine)
?? Oiledrasps - appraiser/wood cutter/carpenter - sales executive (female 30, likes Compsognathuses, cave fish meat and dwarven rum)

Others:
None yet



In their infinite wisdom the Armory's board of executives has announced the creation of a new manufacture, most likely due to our company's biggest competitor, Gucem, expanding their selection rapidly while we have not released a new collection since the last spring. I, SQ, have been chosen to be the branch manager of the new outpost. Where will said outpost be located?



The Jungle of Devourers. The name sounds foreboding, but I have been assured that the area is very close to several high elven cities, although there are still no real roads, and the woods are still full of dinosaurs that will either serve as material for Imperial Armory products or will be our end.

Other than the nature we will be dealing with neighbors of many races; other than human merchants from our company and our high elven customers, we will be trading with dwarves and wood elves who have not been constituting for a large percentage of sales in the past. We hope to establish a fruitful cooperation with those two demographics.
Goblins and orcs may be harder to sell to, maybe even impossible due to existing conflicts between them and, well, the entire civilized world.



My six acquaintances and I have been provided with everything we will need to satisfy our basic needs; everything else we will have to take from the unforgiving wilderness and our unforgiving customers. Other than those supples, we have been given four Poebrotheriums for wool production, four Compsognathuses to protect our stocks from vermins, and two Dilophosauruses for defense.



Finally after a long trek we have arrived! Ere the Inestrancevias get hungry! Let's strike the earth!



We've just embarked and we've already made our first mistake - no axe. That's okay, because we can still dig and smelt. As humans we'll be living aboveground, exposed to elements and dinosaurs. I just hope we won't get insane the very second rain starts.

And no, this isn't LCM canon.

11
Play With Your Buddies / Port Fantastic - X-Piratez
« on: August 12, 2019, 05:11:14 am »

Suffer not a scurvy dog to live.

You may ask "SQman, what happened to X-Com Files?", and you would be right to wonder. There are two versions:

Reality:
I got bored of it. I actually realized the think that I was missing was the alien multitool that I had set to auto-sell, but that's not the point. The thing is, for that moment I've finished most plotlines with only few ends to tie up, and the rest of the game was just good old UFO hunting. Not that there is anything wrong with that, but it's hardly the most exciting thing.

In-universe:
X-Com has never recovered a multitool in good condition. The etherals have realised that humanity had dealt with most obstacles without learning the secrets of alien technology, and anxious about what would happen if X-Com agents got their hands on plasma weaponry they decided to end the experiment prematurely, sending an elite muton assault squad to Guy Fieri HQ in Nepal. After the resulting slaughter the whole X-Com chain of command fell apart, causing the remaining soldiers to scatter and be hunted down soon after.

The Council attempted to negotiate hoping to prevent the annihilation of humanity, however they were not alone in that, and perhaps they were the ones that mattered the least. MiBs and Reptoids helped to strike a deal with the invaders, one that was not optimal, but was better than the option of Earth getting cracked open to extract minerals from its core - Earth and the solar system would become a part of the star empire of the ethereals. From that moment Earth had new rulers - the Gods from the Sky.




I'm still not a good player, so I'd appreciate a little help deciding what research topics are important, what items are good etc.

You may claim a pirate, be it a gal, a peasant, a slave, a Lokk'naar, or a dog. Gals have the highest life expectancy, while dogs and bloodhounds tend to die quickly with me.

Spoiler: Classes (click to show/hide)


Dossier 1: Escaped Lunatics

There's gonna be a lot of spoilered stuff since I need to introduce and analyze stuff. Don't worry, there should be less of this in the future.

Spoiler: Story (click to show/hide)
What have we learned?
-We were test subject in the Academy's secret lab, but since we lift they couldn't stop us from stealing a car and just flying away.
-There is Doctor X. We don't know much about her, but she cared about us, at least in a way. That may or may not be a good thing depending on who you ask.
-We've found a good hole to hide in thanks to a violet-eyed woman in our cap'n's dream, as weird as it sounds.
-World is in shambles.
-Mutants, villagers and governments really don't like Star Gods (whatever they are) and their lackeys, and may even consider paying us if we make some racket. A particular kind of racket.

There are some questions to be answered, that's true, but right now we have decisions that need to be taken immediately, like difficulty.



I'm good at video games, but I'm a pusspuss. Blackbeard it is!



Our hideout is located in the middle of Romanica, a South European power.



We've named the base Port Fantastic after John Port, port marine, the hero of local folk legends. Those wacky Romans and their wacky stories.

Spoiler: Me and the Gals (click to show/hide)

Our crew is decent, not a single useless lubba. Could have used some more strength in the crew, but you can't have it all, I guess.

The available equipment also needs to be reviewed:

Spoiler: Tools of our trade (click to show/hide)

Now that we have that behind us we can start for real.



First the important thing - booze. Moonshine is a stamina-restoring item that agal can use on herself. A mighty useful thing to have, especially for a melee or throwing oriented hand.



Picked research topics at random. The meeting can wait for now.



Immediately a very small shipping has appeared on our radar. I bet it's them scurvy dogs from the Academy. We may have no cannons, but we can follow them until they get tired of running around.



And here we are, on a farm of some description. Academicians probably came down to resupply, but they will soon learn how bad of an idea that was. Their Airbus is visible from our position. Let's wait a turn and...



Platinum Star raised her club and brought it down on the Academy nurse's head with a loud "ORA". The academician fell to the ground unconscious after which the mutant gal scurried back into the airbus.



Red Magician ran around the bus to survey the area. This turned out to be a good idea, because there was an another nurse skulking behind in the shadow. Magician gave a sign to the pirates, and while they didn't know what she meant, they've decided that it would be a good call to send somebod out.
Purple Hermit looked around the corner and noticed the target. Being a little out of shape she decided to shoot instead of tiring herself out. The flintlock ball hit the nurse killing her near instantly.



The Cap'n, Chariot and Experience proceeded to the enemy craft. Peeking from behind the hedge, Silver Chariot has noticed an academy nurse brandishing a ball bat. Jokes on the nurse - we only have figurative balls, no literal ones.




Oh, so you can just whack someone over the head with this thing. That was a rookie mistake on our part, but our brave cap'n made us even by shooting the nurse with a musket.



Experience has entered the enemy bus. It's a more comfortable model than ours, but it lacks back door that are so useful for shooting fools.



Speaking of fools, Gold Experience has found one. The nurse revealed her position when she hit our commando with a laser blast from her pocket las-charger.



She probably didn't expect that Red Magician was waiting nearby with a molotov's cocktail in hand. After having fiery fury unleashed on her, the nurse stopped struggling and let us kidnap her.



Yarr harr! We've showed them land lubbers that these waters... this sky is not a safe haven for their kind.



Uber gals gain experience faster than them purebloods, leading to skills being increased by 11 for more chumpy hands. We do need more stamina, that's one thing that I can confirm for sure.



We've sold the ship engine. Later in the game we could use it for making our own crafts or extracting hellerium, but right now it's an easy way to get quick money.
Most veggies also got sold. Last time I played I had a lot of deep one meat and no wheat for making pies, so we should stockpile on that at least.
Stun baton and las-charger will be useful for study and maybe later use.
The credit chips were quickly exchanged for hard cash. Not like we're in a position to make an account in one of them banks that land lubbers use. At least the chips are so convenient that people are willing to exchange them at 1:1 rate.

[Couldn't fit it all in one post]

12
I've decided there's no point posting in the Dungeonevened thread anymore, since all news relate to the sequel anyway; that's why I've made this thread - to finally close that book and start seriously preparing for the next chapter, the elven saga of Twinklestar.

Unlike the last time, I can actually call myself a competent raw reader, even a novice raw modder. I can actually bugfix instead of just brute-forcing my way through the errorlog hoping I don't bean things up even further. More than that, I have a clear-ish vision of what I want to achieve:
-16 main civilizations divided into 4 factions + kobolds and cavern races. Playable races should be human-like. Let's take Squamous's Fantastic Races - as neat as they are, they are just not relatable to us, humans. Not to mention situations where our lads are allied with horriffic monsters exclusively.
-Consistent technology level across civilizations - no more revolvers vs. atlatls; mostly flintlock guns. Deep drows still use crossbows, wood elves use bows, T'lethians use zrbite-powered sonic-blasta rifles.
-Better interaction between mods. Direforged's light hall can produce a luminous scourge of fangs, MottledPetrel's shroomery makes Rhenaya's Drow-style lances usable by elves and dwarves, the spellcrafts' meat summoning summons abrian meat (abrians are outsiders, so that fits the theme).
-More mods, less undefined nail material.


WHERE ARE WE NOW?

Doing stuff from the lists below.

DWAR... ELFING

Not yet. I have an idea who I want to take at embark, but until I get to see genders and attributes nothing is final.

Ess (me) - 'The Metamagician' - alchemist/teacher/record keeper/manager
?? - 'The Assistant' - alchemist/animal trainer/grower
?? - 'The Cook' - cook/butcher
?? - 'The Adventurer' - spearman/fighter/dodger/liar
?? - 'The Collector' - appraiser/gem cutter/gem setter
?? - 'The Coal Miner' - miner/furnace operator
?? - 'The Stray' - biter/climber

I'll be using more 'lore friendly', elven-sounding names derived from usernames if someone doesn't suggests one on their own.



At a certain time the halls of the Academy of Magics would become deserted without fail, but the first day of spring was always different - late evening, after most students and staff have gone home already, deans of all faculties would meet to discuss the goals for the coming year, plan important events, settle differences and more. They were not, however, the only ones in the building.

Ess, a lowly metamagics professors was sitting in the staff room buried under a pile of ungraded papers on the metamagics of summoning circles. The elf prefered to spend the night reading page after page of nonsensical magical heresies in the light of a single fire snake in a jar than lugging this heap of paper home, even though both options were horrible.
"Seneri, he's been on a roll lately..." She muttered to herself, looking at another paper. "Yeah, cram more sigils into a string, maybe you'll brute-force the circle to work. Yeah, nah, failed. Litheme, my favorite. Let's see how long until everything falls apart... 'Chi'? We're elves, we say 'mana', for gods' sake! I wish I could lower your grade for this... You can easily destabilize ambient magical field with a circle complex enough, that's not up for discussion! No, I specifically told you not to use that book as a source! Failed. How about Anaye? Oh, that's not a typical schematic... Another idiot forgot the first rule of summoning circles - a circle must be drawn on a flat surface! If you did any research, Anaye, you'd definitely and without fail come upon Tirist's summoning sphere thought experiment, and you would know why it was JUST a thought experiment!"

"Someone's still here?" Another elf's voice came from beyond the wall of papers, most likely from around the door. The elf who disturbed Ess's work glanced at the desk for any clue who he was talking to, and only saw a pair of ears twitching wildly. "Oh, it's you, Ess-diri!"

"I know the drill - lock up after I'm done... Although I get a feeling I'll be sitting here until morning." The metamagician mumbled, not even raising her head from over a particularly bad work.

"No, that's not it. The rector, Thene-ithera, would like someone from metamagics faculty to be at the big meeting. You know Thadayi-ithera couldn't make it, and since you're here..."

"They should be almost done by now anyway. Unless..." Ess suddenly realized why someone of her specialization might have been needed. "They were supposed to discuss the expedition! Thanks for reminding me!" The woman grabbed the fire snake jar, and stormed past the confused news-bearer, then through the dark corridor towards the conference hall.

---

The discussion among the deans was heated to say the least. Those who wanted to lead the expedition were quickly being dismissed as unsuitable for the job, and those who would be of any use had no intention of going.

"Yes, I admit arcane ecology would be best studied in a region with strong magical ambience, but is it really what we are after?" The dean of arcane biology faculty argued. "It would be a tremendous waste of resources to send this kind of expedition to a mission that could be fulfilled by a single traveller with basic knowledge and a notebook. Maybe the nature of that region is related to a curse or a secret? What do you think, Rise-diri?"
The head of secrets and curses faculty smiled in an extremely dismissive way and said unusually calmly: "How about I clear your mind with my Phlegmatic Focus? Maybe then you'd realize how stupid what you've just said was. What if the state of that place is not in fact an effect of a curse? Wouldn't that be a waste?"
"Well, I could..." Someone else began, but was immediately silenced:
"History of magic is not magical knowledge, shut up, Nela-diri!"

Before things got out of hand, rector Thene decided to intervene by redirecting everyone's attention to a visitor who was standing in the doorway, up to that moment completely unnoticed by the quarrelling crowd of elven sages.
"Ah, here is Thadayi-diri's replacement!" Thene announced. "Ess-diri, I believe? Pease take a seat, you may be the key to solving a serious issue we have encountered."

"Uhh... Thank you, Thene-ithera?" Ess wasn't sure if she should have felt flattered that she was considered important, insulted that she was being treated like an object, or if she should have been looking for sinister undertones. Either way, she took the empty seat and listened.

"As you have probably heard, our academy is sending an expedition to a highly magical area, a so called 'good region'. The goal is to gain deeper understanding of magical processes that cause places like that to be what they are, the reason why the ambience is strong strong and unstable, how the flow of mana differs from mundane areas. As you see, most questions are of metamagical nature. So, what would you say?" The rector wasted no time; he needed that twitchy-eared woman to agree, not only because she had all prequisites to lead research on good regions, but also because it would prevent an all-for-all brawl during the deans' meeting to break loose.

Ess's ears stopped twitching for a while. It certainly was a way to take a break from reading about summoning spheres, crossing strings of sigils, negative mana and all other evidence that her students were completely hopeless. From what she's heard, the expedition was well funded, meaning that it would be well prepared and possibly quite comfortable.
"That's a great honor, Thene-ithera. I will gladly lead the expedition, but if you don't mind me asking..."

"That's great! Fantastic, even!" Thene exclaimed, barely hiding nervousness. "All forms to fill are on Thadayi-diri's desk in his office, so is the letter from centurion Fira-ithera and all the instructions. Fill the paperwork as soon as possible; you'll have the whole day tomorrow to gather people, tools and resources. The Academy will provide basics like food and... well, food. Meeting disbanded!"

The rector and the deans all stood up in an instant and practically ran out of the room before Ess could even decide which of the many questions lingering in her head to ask first. She too picked up her fire snake jar and left the room. With ears twitching and hands shaking with frustration, Ess headed to the metamagics faculty's dean's office to spend the rest of the night over a heap of paper after all.



The embark will be anything good, because plot. There should be plenty of !FUN! stuff in those places with all the mods.


It will be quite some time before we start for real. Maybe this will be enough motivation to get me back to work? I hope so, because I have this writing itch right now.

13
Mod Releases / [44.12] Animal Diversification Project 1.2
« on: May 02, 2019, 05:08:57 pm »
Have you ever wondered why there are ten nearly identical species of gibbons in DF? Have you wondered why, despite that, there is only one antelope while antelopes are a wide and diverse group? Have you wondered why llamas in DF have soft, fleshy stumps for feet? Or maybe you just wanted to see elven invaders arrive on giant musk deer?

For all your animal related problems:

Animal Diversification Project

What's the deal?

Animal Diversification Project was born from all of the frustrations listed above. It was initially supposed to add only deer and antelopes, but as I went on ideas started to accumulate, so I said "screw it, I'm going the whole proverbial hog".
This mod's aim is to add more clutter in the form of animals of animals of the real variety. I will keep releasing more and more content until I feel like it's done, until I won't feel like updating anymore, or until I just forget.

Installation guide

Drop files from folders into 'raw' folder.
Vanilla and misc files are required.
Extant animal pack is the main feature of the mod, so it's required.
Extinct animal pack is completely optional.

Compatibility

ADP modifies vanilla creature raws; all mods that do the same are not compatible without manual tweaking.
Other mods that add real animals, modern or extinct, will overlap with this mod, but there won't be any raw duplication errors.

Absolute state of this mod...

Currently the mod contains ungulates, canids and felids. Next come other carnivorans.


Spoiler: Changelog (click to show/hide)

14
Play With Your Buddies / Pokemon Hacks with SQman - Pokemon Quartz
« on: April 12, 2019, 10:40:21 am »
I know I'm already doing X-Com, and I should be working on the DF modpack, but I've have a strong need to play Pokemon hacks of dubious quality as of late. Starting with: Pokemon Quartz.

Pokemon Quartz is a hack of Pokemon Ruby made by a guy named Baro released in 2006. It's infamous for its sub-par quality sprites, poor grasp of the English language, and questionable design choices. It has a blatant self-insert, inside jokes, an admittedly cringy attempt at romance, all this fun stuff.
Despite the infamy surrounding this hack, it was one of the largest finished hacks in its days, and all things considered it's quite impressive for what it is - a solid, well polished (in a way) hack made by one kid in his spare time.

Without further ado, let's get started!





A cat thingy is looking at a not-Latios while riding a turkey at a ludicrous speed. That's the reality of life in the world of Pokemon Quartz. God, I wish.



EGGS!



SOCK PUPPETS!



A LIZARD THING FLYING THROUGH THE SKY!

I'm already pumped, are you? I knew you wouldn't!



Hullo! What's with the ominous ellipsis there... OK!



Breeze Town doesn't sound too wild; maybe we're not up for anything crazy after all?




I don't remember ever living in Kanto. Sure, I knew a lot of dweebs who looked exactly like you, Baro, but I suspect you're only using this fact for some sinister goals. I'm not joining your pyramid scheme, if that's your deal. OK!



So we're in CORNA, and this PLUG-OINK is supposed to be funky. Gotta say, I've seen a lot of less funky pokemans in my life, some even official (delphox, primarina, crabominable, every single ultra beast). I wouldn't go as far as to call it cool though; funky is enough.





I bet there are many other uses for pokemon. For example, I wonder what a Plug-oink tastes like...



He knows what he's done. He knows what I'll have to suffer because of the world he's crafted to be my prison.





???



The sprites are surprisingly decent. The guy looks like what I imagine neckbeards think they look like. I unironically like his shades. The girl looks like a ten-year-old. I gotta say, this hack makes way better job with making both characters equally interesting-looking than real Pokemon games.

Since the most prominent let's play went with the girl, I'll go with the guy... dude.



Joseph, Lance, Gary... Koc? Pronounced cock? Otro seems like a fine name, so let's go with that.



Hmm...



That's meeee! Here you go, keep the change. Ohai doggy!




I was trapped in the truck with this man the whole time? A man trying to get me into his pyramid scheme by pretending to be my friend from a country I've never been to while not even knowing if I'm a man or a woman? I'm glad I hadn't been shanked on the way, because Baro seems seriously unhinged.

the moving.

When arrive home. OK!

I'm hearing from here

He's so excited he turned from Spanish to German. Ooh Hans, I vill capture ze pokemon, ja! Find zem in ze grass and put zem in meine balls, ja! I know he's laughing in Spanish.



I'm quite literally attatched to my huevos, and I know what a person like Baro might keep in those boxes, so I'm not that curious.



Mom, why do you care about Baro's well-being more than about me? I mean, sure, I just got out of the truck and he's still in there, possibly under a pile of porn mag-filled boxes that fell on him the moment I stepped out. Or was she worried about me killing him in self-defense?



Is there a place where birds don't sing and wind doesn't blow? Unless pigeons don't count as birds anymore.



That hurt on a metaphysical level. Having said that, it also hurt me physically.



Yeah, the workers whose job is literally moving stuff are just like animals trained to do that as a cool trick. I wonder if they also get paid in kangaroo kibble or whatever you feed kangaroos.



K NP m0m.



Making ZAPPING is all I do these days, give me a break, game. I have no idea if this is a reference or an in-joke, maybe some old Spanish meme?



Fuck you, game, it's 10 o'clok deep in my heart.



After I set the clok, mom came down to tell me we have cable TV now. Wait a minute! I live in the basement? Go figure.



Fine, I'll go look that, but if it's not about him being eaten alive by a wild animal...



Huh, I was right, he really is being mauled to death at this very moment. Maybe mom will pay more attention to me than to him once he's gone.



Let's stop for a moment and think about what just happened: Baro was attacked by a rabid animal in El Shitholito, Andalusia, which was somehow televised. Mom told me to go tell neighbors about it, then the neighbor told me to tell her daughter to take her skates and go to the next town to call the cops. Yeah, this is what people of Corna are like.



 8)



She's intimidated by my Bono shades and I don't blame her.



It's actually Ran saying all of this, pretending she's having a conversation. It's a coping mechanism perhaps? Or maybe she's trying to creep me out, since I'm just standing there staring as voiceless protagonists tend to do?



I won, she got weirded out first. Ran doesn't actually care about Baro, or even knows who he is, but the mood in the room got so awkward that she had to evacuate no matter what. My shades give me +2 to awkwardness, cringe, and reflex saving throws, so I'm good.



"But actually I'd prefer if you just got out of my fucking room." Also "an strong boy".



I roll to feign ignorance.



I'm so good at pretending to be a bumbling idiot that Ran gave up on trying to send me subtle hints.



At least she's aware that wasn't a socially acceptable thing to say. A lot of autistic people have trouble recognizing that, so good on you, Ran.



Here is Baro! Don't worry, buddy, the cops will be here in about an hour! Unless Ran completely ignored my request, which would be a completely reasonable thing to do, now that I think about it.



I can't just rummage through another person's man purse! We live in a society governed by social norms, and that is not okay!



I don't understand a word you just said. Or was it just the sound of you being mangled by a rabid opossum? Fine, I'll steal one of your pokemans, if that's what you want.




Firegg, Aquegg, Seegg. Which one will it be?

15
Mod Releases / [44.12] SQ's Barometz
« on: March 05, 2019, 04:33:55 pm »
I've been tweaking and tinkering with raws for some time now, but this here is the first mod that I can truly call my own.

Barometz, more commonly known as the vegetable lamb of Tartary, is a legendary plant said to grow sheep as fruit. The sheep would graze on grass around its mother plant, and once all grass within its reach was eaten, both plant and sheep would die.

The fruit-sheep needs to be butchered in the farmer's workshop before it can be eaten, but if a dwarf goes through that hassle, he'll be pleasantly surprised that it's more than just a plant pretending to be an animal.

Download link

Technical stuff:
  • The barometz creature is only there so butchering the plant yields barometz materials; it shouldn't actually exist. I could have used sheep meat, but barometz is supposed to taste different. I may half-ass stuff sometimes, but not this time.
  • It's impossible to make reactions create bones or skulls, from what I gather. If it was possible, I would have definitely made the barometz have bones.

If anyone wants to use this in their own mod for some bizarre reason, go ahead. I'd appreciate a credit though.

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