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Topics - ZM5

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1
Mod Releases / [47.05] LISA: The Dwarfful - Combo Weapons Update
« on: April 29, 2022, 02:32:11 pm »

Welcome to my first not-quite-total conversion mod (many vanilla animals and plants are still present), based on the LISA games as well as the fangames of it.
I assume some familiarity with the source material on the end of the user, but I'm sure even those who aren't familiar with the LISA games might appreciate the absurdity on display. If you haven't played the Painful already and are a fan of quirky (and also rather dark) RPGs then definitely buy it and give it a shot!
Beware of spoilers, however - this mod contains quite a few.

Spoiler: "Story" of the mod (click to show/hide)


Spoiler: General gameplay notes (click to show/hide)

Spoiler: Known issues (click to show/hide)

Special thanks:
-Austin Jorgensen, for creating the wonderful and weird LISA games.
-Edvinas Kandrotas, Taco Salad and other fangame makers, for providing more expansions to the world of LISA.
-Splint, for providing the awesome banner seen above, as well as providing gun parts, some of the creatures in this mod, many of the ruin "plants", and helping out with testing and reactions. Check out his mods!
-Squamous, for providing additional ruin "plants" and the non-procgenned instruments seen in this mod. Also check out his total conversion mods!
-Martin Armstrong.

Make sure to report any issues you encounter to this thread - I have no way of fixing them if I don't know about them
Download the mod here! - it is already pre-installed with Dwarf Fortress, so no need to extract anything or change any folders.
An example world is included in the install, with mostly every faction somewhat intact (aside from Creeps, who I might have to buff a bit to help their survivability). May be a bit slow on weaker PCs due to the uncapped population limit. The preset for it is in advanced worldgen, called RECOMMENDED. Feel free to gen your own world though and get what you feel is good for you.
I highly recommend using advanced worldgen to remove the more supernatural vanilla DF stuff, as this mod isn't meant to go along with them - titans, necromancers, werebeasts, etc.
The two tracks in this mod are "Summer Love" and "Winner Winner What's Four Dinner Boys" from the Painful's OST.
Make sure to not skip the regular DF intro for a slight surprise at the end. Heh heh heh.

In the next post I'll briefly explain the different factions in the mod, as well as categories of the different weapons.

If you're looking for more high fantasy-themed mods, check out the link in my signature to my other work.

2
Mod Releases / [47.05] ZM5's HF/Flavor Gear
« on: November 03, 2021, 02:22:19 pm »
This is just a minor thing I got an idea for - various types of "flavor" gear, both weapons and armor, mostly for a high fantasy type setting - some are random stuff I came up with, others are things lovers of certain franchises might appreciate. Feel free to use them in any capacity, just make sure to credit me.

Some of the armor pieces have different values compared to their vanilla counterparts, others are slightly different, whereas the weapons will usually be much different. There are also "legendary" weapons which can only be obtained by getting a lucky dice roll and being granted them from a deity. Any of these weapons that has an edged attack will use steel, blunt-only weapons using platinum - I figure adamantine isn't necessary for them, as they already have extremely powerful values, and steel fits more anyway.

As of the release (03/11/2021), here are the current contents:

Armor/clothing:
-Winged Breastplate and Winged Helmet - relatively simple armor with wing adornments (rather impractical ones on the breastplate). Both are heavier and more expensive than their vanilla counterparts, and do provide some additional protection.
-Inquisitor's Chestplate, Inquisitor's Mask, Inquisitor's Armored Kilt and Inquisitor's Armored Hood - essentially the Judgment/Judgement set from WoW. The hood and kilt act more like chainmail overall, whereas the chestplate and mask are more solid. More expensive overall than their normal armor counterparts.
-Animal-faced helms - helms shaped like various beast heads. Same values as normal helms. Come in lion-faced, anglerfish-faced, bear-faced, rhino-faced, hound-faced, eagle-faced, bull-faced and dragon-faced varieties.
-Animal-faced masks - similar to the above. Cloth/leather masks shaped like animal heads - supposed to give this type of vibe, so probably preferable for more cultish/bandity civs. Come in raven-faced, pig-faced, bull-faced, hound-faced, cat-faced, fox-faced, hare-faced and goat-faced varieties.

Weapons:
-Giant's Razor - a shaving tool for giants - a large two-handed sword for those who are height challenged. Can be pretty deadly, but requires both hands for most creatures and is also expensive to make.
-Troll's Axe - a crude two-handed axe for trolls - still two-handed for everyone else. Large, heavy, expensive, with slow but rather deadly hacking attacks.
-Steamsword - a two-handed sword with a steam engine attached to it. Higher velocity to its attacks - its slashing and stabbing attacks are also faster to execute, but are unbalancing.
-Whip Sword - a slinky sword - uses the whip skill, though. Capable of surprisingly deadly slashing attacks.
-Reaper Scythe - a rather impractical war scythe, though it atleast does have a blunted protrusion opposite the blade. Has a deadly slash attack, and one can also bash with the protrusion, working similar to a mace or hammer bash.
-Gunblade - basically a sword with a gun built into it. Can shoot bullets, which may require other mods (any ammo type with the CLASS token set to BULLET will work). While mostly a ranged weapon, its still deadly in melee.
-Tome of Arms - uses the whip skill, for lack of anything better that worldgen soldiers may use. A magic tome that can summon weapons - its attacks are slower to prepare and recover from, but are varied and quite potent - it can hack with several battle axes, stab with several swords, or bash with several maces. One can also use the metal-bound tome to strike, which is admittedly faster than the other attacks - can be quite effective when applied to a heretic's head.

Legendary weapons (fist weapons are always gotten as a pair):
-Laser-powered Goblin Smasher - a large maul with GH inscribed on the head. Uses the hammer skill - capable of a powerful bashing attack that knocks back foes and a beam-smite attack that can sever limbs.
-Dragon Fists - gauntlets with autonomously moving blades, depending on what attack one intends to perform - blessed by a blue dragon. Capable of faster clawing attacks and slightly slower chopping attacks with the blades, as well as fast punches and slower slaps that are more capable of knockback. Can also perform a tiger drop - nigh-instantaneous, powerful punch capable of knockback, though it recovers slower.
-Thundergod Hammer - a one-handed war hammer of a thunder god. Capable of a deadly bash as well as a lightning bolt smite attack - does much deadlier blunt damage, capable of knocking back foes.
-Kaiser Knuckles - fists empowered by an angry deity. While they have only doubled velocity values over normal blunt weapons, they have a very fast preparation and recovery speed, delivering punches practically instantaneously.
-God-hands - divine fist weapons. Capable of fast jabs, medium-speed hooks, and slower but stronger uppercuts - one can also perform a slow but very deadly one-inch punch with them.
-Demonfire Dagger - a dagger blessed by a one-eyed shadow demon. Aside from deadly slashing and stabbing attacks, one can also perform a faster but more unbalancing spin-slash, as well as a slower but less unbalancing shadow-strike, causing piercing damage.
-Sonic Blade - a sword that's also known as Blessed Wind, one could probably also get this off of a Schmoo. While it does not have highly increased values and is only capable of a slashing attacks, it has the highest preparation and recovery speed, delivering its slashes instantaneously.
-Hero-King's Sword - the legendary sword-in-the-stone. Only those of the Hero-king's bloodline may remove it from the stone. Hope you're strong enough to carry this sword alongside the boulder its stuck in - can perform a deadly but slow smash attack with the rock, but its also effective for pommel bashing. Uses the mace skill.
-Giant-slayer Gun - a huge, long rifle, that probably would be more at home mounted on a fortification  - the kickback from it would probably allow you to fly if you fired it straight at the ground (but not really). Comes with 25 clusters of giant-cutters - powerful rounds that shred the flesh of anything they're fired at.
Requires two hands to wield.
-God-Killer Rifle - a bayoneted rifle - said to be able to kill gods, it definitely can kill any non-divine beings. Its bayonet causes severe piercing damage. It comes with god-killer rounds that cause deadly piercing damage. Requires two hands to wield.
-Bladed Boomblaster - a one-handed gun with a cleaver-like bayonet. Its bayonet can deliver deadly slashing attacks. Comes with Flameblast rounds that blast apart foes, easily ripping off limbs.
(the three legendary firearms can also use standard bullets, and are still quite deadly with them)

If you wish for a civ to have any of the weapons/armor, I've included an entity tags file with instructions on how to add them.

Download here

3
This is just a pack with various, random creatures - essentially a "whatever goes" pack. I'll be updating it every once in a while with new stuff.

I also figured I might as well have a thread where I'll be taking requests and where I can have organized links to my other mods. I'll occasionally be posting weird fort/adventure mode events and the like here too, maybe a weird shitpost mod every once in a while.

There will be help files included for the various creatures. For now, the pack has several wild creatures, a set of new bogeymen (ones that should be easier to kill and less overpowered than vanilla ones, though are also a tad more varied in functions), and two adventure mode playable creatures. I've still got more written down on a list to do, so expect stuff like megabeasts, werebeasts and plants down the line too. Credit goes to Splint for suggesting many of the wild creatures in this pack currently.

I'm using the material/tissue and body detail plan files from Lands of Duality for this, so if you're using it you can just extract the body, interaction, inorganic material and creature files and it should work fine.

Download link here.
Hamon User addon.
Lufia Addon.
Sin Factions Addon.
Turok Addon.
For Honor factions addon.
Feral Goblin addon.
Majesty Creatures.
Kingdoms of Amalur creatures.
Final Fantasy Addon.
Crawl Addon.
Darksiders 1+2 Addon.

My other mods:
Main pack - Warcraft, Dragon's Dogma, etc..
What Lurks Below - cave revamp
Zombies Ate My Dwarves - Halloween/Horror pack, with Doom, Hexen and Splatterhouse creatures
Dwarfest Dungeon - Darkest Dungeon mod
Lands of Duality - Good/Evil Biome Revamp
Diablo Mod
Merged Megabeasts
Combo Weapons (have to update this one again at some point)
Goetic Demons pack
High Fantasy/Flavor Gear
LISA: The Dwarfful TC

Regarding requests:
-Try to limit yourself; I'll obviously not be doing something ridiculous like 50-caste creatures with individual features and materials for each of them.
-I'm only working with raws here, no DFhack, so there'll be a lot of limitations - I'll let you know what would need a workaround, what'd need to be cut or what would be sort of janky.
-I'll only really be working on the requests on the weekends, so expect releases sometime around that point.
-I do not think lewd stuff is allowed on the forums, so none of that (or at most, through PMs maybe).

That should be it for now, I hope you guys enjoy these weird (and occasionally horrifying) critters - there'll be more in the future.

4
DF Adventure Mode Discussion / Crashing in evil biomes
« on: July 22, 2019, 04:41:52 am »
Is anyone else having really annoying, consistent crashes while in evil biomes? As in, crashes of the "game just closes" variety. I recall Random_Dragon mentioning it has to do with the evil weather causing issues in adventure mode (especially blood rain when the blood belongs to a fire-immune race), but I seem to be getting crashes even with both procgenned and non-procedural weather (and reanimations) disabled.
I've put up a bug report here if anyone else wants to pitch in. I initially noticed the issue in a town bordering on an evil biome, but it seems to occur in the wilderness too (if you disembark, anyway - fast travelling across doesnt seem to cause problems) and in other sites. Another weird thing is I noticed this not occuring in a few evil biomes, would just be able to walk across them without fast travelling with no issues, but in others the crashes are very frequent.
I'm kinda at a loss right now, since I don't know if its on part of the game or if something I modded in is causing it (which I don't neccesarily think is the case since I didn't get anything relating to it in the errorlog, and anything I spawn in seems to work fine in arena mode)

5
Mod Releases / [47.05] Diablo Mod - Concept Art update
« on: November 05, 2018, 01:41:12 pm »

Been working on this the past month, got done a day back so here it is!

Essentially, this is just a large pack containing the monsters and races across all 3 Diablo games. More than a 100 wild creatures, 31 new races in total (only 5 of which are friendly), 15 new megabeasts (one of which, the Rift Guardian, is actually more like 27 megabeasts in one - you'll most likely not see all of its castes in a single world) and 3 new interaction types (sorcerer, wizard and druid).
Even compared to my other mods, this is kind of a "hardmode" one, as the vast majority of the creatures will appear even in non-savage, non-evil biomes, and quite a few have innate combat skills that will make them a great danger to civilians - of course, many of them are also tameable and can be kept around as pets.

Download links:
Raws Only

Thanks to Deon for the crafting reactions!
Thanks to my girlfriend for the lovely banner up top. Yes, its just the dark wanderer with a dwarven beard.

Anyway, hope you guys have fun with this!

6
Mod Releases / [47.02] Goetic Demons Pack
« on: October 06, 2018, 12:46:00 pm »
Hey, this is a minor mod I've been working on to not get rusty. It's a relatively simple collection of the 72 demons from the Ars Goetia as evil biome inhabitants - all have varying body builds and abilities, all are also adventure mode playable.

Spoiler: Full list (click to show/hide)

Download link here - this should work with any 44 version if you're still on an older one, or when the update comes out, since this is just creature additions.

7
DF Modding / Diablo Mod Brainstorming
« on: September 01, 2018, 02:56:26 pm »
Hey, so this is something I was thinking of working on - probably won't be starting on it too soon since I still have some other stuff on the backburner (Ars Goetia demons, finish up the good/evil biome lore and creature descriptions, and also races to go along with the cave/biome revamp setting) - still wanted to write some of my thoughts on it down and get some suggestions. Some spoilers below if you care.

Essentially it'd be an addon mod rather than a total conversion, so you'd still have the regular vanilla races plus whatever other modded creatures you may have. I think I should just use my main pack's material, body detail plan and tissue files since they should already have everything that could be shared with the Diablo creatures - only things I'd have to do in that case would be to make the body plans and inorganic materials for spells and so on.

For the creatures themselves, most would probably just be wild predators in normal, savage or evil biomes. Some would require renames to prevent confusion with vanilla creatures (or ones from my other packs since I dislike having identical names for creatures between mods) - i.e the wendigos, the yetis or the imps - I don't think it should be that much of an issue since the games do have stronger/weaker variants that provide alternate names.

In regards to the variants (i.e the Fallen have a stronger variant called Carvers, as one example) themselves, I was honestly thinking of foregoing most of them since DF doesn't really do the gamey aspect of "this is a stronger version of X" that well.

I thought of only making exceptions for the ones that are found in radically different environments - i.e the regular wendigo variant was found in a temperate forest area where the Act 1 of Diablo 2 takes place - its Crusher variant was found in Act 2 which was a desert, and meanwhile the Wailing Beast was found in ruin areas of Act 3, which was more of a swampy area - so those 3 could be split up in this way.

I don't think there's that much potential for megabeasts with this, admittedly. Most of the creatures that'd fit for that would be better off being relegated to rare wild beasts that are also innate pets for some of the races or as castes for civilized races.

I admittedly don't have D3 experience so the lore stuff on it may be off. May change if I decide to get it, however.

For the races themselves, I have this list currently, some I'm not entirely sure on, though:
   -Fallen - an absolute must-have - dark pits dwellers, would have the Shamans and Overseers as more rare, tougher castes, and the Hounds as pets.
   -Khazra/Goat Men - would be split up into three types - Moon Clan (Moon Khazra as a naming scheme, perhaps - would extend to the other two clans), which would be the basic type thats seen in forest, swamp and grassland areas; Ice Clan, an undead variant thats immune to cold damage and has some other advantages, found in arctic regions; and Blood Clan, a mutated variant, in shrublands and mountains. Not sure what their sites would be - forest retreats most likely - all would have a "shaman" variant as well.
    -Sand Raider - four-armed desert-dwellers - classified as demons and with improved physical attributes, but perhaps relatively limited armor and no shields. Town sites? Mummies and Beetle Demons could perhaps be found as their "pets", with Greater Mummies and Blunderbores as their "allied races".
    -Zakarum - swamp-dwellers. Would have four castes - regular zakarum (zealots), priests, council members (like Geleb Flamefinger or Toorc Icefist), and perhaps a caste to represent Mephisto (considering in D2 he's found possessing a zakarum priest). Towns as a site type seem the most fitting.
    -Corrupted Rogue - make town sites in temperate forests and grasslands perhaps. Aside from the regular human-like rogues there could be more demonic and corrupted variants that are stronger (seeing how some of them seem to have spikes growing from their bodies and horns on their warped-looking heads - it could just be armor or some type of helmet but it's really hard for me to tell given how small the sprites are. Perhaps also a variant to represent Andariel's look, as she was the one that corrupted the sisterhood in D2. Not sure what the "male" caste would be, since atleast one is required for a civ to show up in worldgen if the race isn't entirely genderless.
   -Claw Viper - desert race - towns or fortresses maybe?
   -Lacuni - those cat-people from D2 and D3 - desert dwellers. Town sites? Could have some of the desert-dwelling Diablo creatures as pets, i.e leapers, vulture demons or dune beasts.
   -Fetish - small demonic beings, found in D2's Act 3 - would translate to tropical forests and wetlands. Forest retreat sites would be fitting. Shaman variant could resurrect other Fetishes.
   -Dark Cultists - cultists from D3. Town civ? Would have several variants, i.e Dark Vessels, Dark Berserkers, Blood Cultists (the deformed ones from Vidian's cult), Wretched Hosts, the Reborn, also castes to represent Maghda and Vidian. Various undead as pets, i.e Risen Dead, Grotesques or Wretched Mothers.
   -Angels - self-explanatory - a friendly civ for once. Town sites I'd guess?
   -Reapers - hostile angels from Reaper of Souls - multi-caste, i.e Punishers, Anarchs, Winged Assassins, Death Maidens, Ghastly Seraphs, etc. Revenant soldiers, Executioners, Westmarch Hounds (Reaper Hound as a name, maybe) as pets.
   -Abyssals - those naga-like humanoids from D3. Cave civ? Two variants - regular abyssals and "callers" as a magic-user.
   -Bogans - tusked humanoids from D3. Town civ? Two variants - regular quilled Bogans, tusked and larger Bogan Brutes.
   -Unclean - cannibalistic barbarians from D3. Town civ.
   -Morlu - reanimated warriors from D3. Town civ? Would have a regular variant and a caster variant. Corrupted angels as an "allied race".
   -Flesh Golem - intelligent artificial constructs from D3, with 3 variants - Gorgers, Shamans and Hurlers. Town civ?
   
That's more or less the entirety of the "concrete" ideas - I was also thinking of four demonic factions to represent the forces of Diablo, Baal, Azmodan and Belial. Belial's more easy to think up of with the snake-like Deceiver demons from D3, and Azmodan too to an extent with the Demon Troopers he's often associated with, but I'm not too sure about the others.
My current ideas would be for Azmodan's force to have some of the demons he's associated with in D3 as castes - demon troopers as the "basic" most common caste, the D3-style succubi as another, Colossal Golgors as a large "brute" caste, Phasebeasts, Heralds of Pestilence, as well as representations of Azmodan's Lieutenants and Azmodan himself - similarly for Baal's forces - aside from Baal himself, also stuff like Demon Imps, Stygian Furies, the D2 style Succubi, Baal's Minions (called "Enslaved" per their basic variant), Blood Lords, Death Maulers, Overseers, a caste to represent Baal and perhaps one to represent Duriel as well, considering he was guarding Tal Rasha's tomb.
I'm not too sure about Diablo's forces - I guess some of the D1 and D2 Act 4 demons would be the castes in that case - Hidden, Megademons, Horned Demons, Oblivion Knights, Overlords, Lightning Demons, Blood Knights (those demonic knights from D1 - name from one of their variants, as Hell Knight I've used for the Doom-style Hell Knights), D1-style Succubi, Magi (from D1 - perhaps called Cabalists on one of their variants), a caste to represent Rakanoth and a caste to represent Diablo (perhaps a variant to represent his D3 look which had four arms and a rather distinct figure). Think my main issue is the "race" name for these factions, since I wouldn't want to go with "demon" as it could lead to some confusion. I guess something like "minion of destruction/terror/lies/sin"? Not fond of that either as there's an actual creature called "minion of destruction" in the D2 expack.

I'd probably include some concept art-only creatures as well, like I've done with my Warcraft mod and what I'm planning to do with the Dragon's Dogma mod (either as separate ones or as castes for existing creatures, i.e Azmodan had an early two-legged concept which I could make into a separate caste for his faction).

Lastly, I'm not sure if I'll make the different human groups into separate civs, i.e the barbarians or the Vizjerei. Perhaps as an optional addon like the Kingdoms of Humanity addon for my Warcraft pack.

Anyway, sorry if its a bit of a long read - I'd definitely appreciate any thoughts or suggestions. There's probably gonna be a lot of stuff that I won't be able to do due to DF's limitations (i.e no suicide creatures like Fallen Lunatics or frenzied Baal's Minions) but I'll definitely want to do as much as is possible.

8
Mod Releases / Silly Book Titles
« on: August 11, 2018, 01:00:16 pm »
This is just a very minor, non-serious mod. As the thread title says, it just adds several silly potential titles for the books in your worlds.
Me and three other users on the Discord - Hexa, Dante the Wikibot and Space Dwarf thought it was pretty hilarious on how the game seems to essentially play "mad libs" with these, so I figured I'd share them - they also helped come up with some of the titles.
As for what the titles themselves are, well, its mostly game/book/movie/song/anime titles and clickbait-esque stuff parsed through the tokens. Some of the titles are a bit vulgar, admittedly, and there's also a series of romance novels based off of the ones from WoW that can pop up with some...interesting metaphors.
Some examples:
Elven tabloids!
Relationship advice!
Overly long titles!
I don't know what this is, but it sounds metal!
Bestiality!
Cannibalism!
Advice on cannibalism!
A love story that ends in cannibalism!
Terrible culinary advice!
This looks familiar...
Malicious clickbait!
My new favourite word!
Scepticism!
Manifestos!
This!
Criminal worship!

Download link here
That's about it - hope you guys enjoy it and have a bit of a laugh, I know we did.
To install, simply carry over the files into the main DF directory (where the executable file is) - it should ask you to replace the vanilla book_art.txt and book_instruction.txt - do so.

9
Mod Releases / [47.05] Lands of Duality - A Good/Evil Biome Revamp
« on: May 18, 2018, 05:01:43 am »

This is something I've been working on for a while now - finally its finished.

This mod seeks to expand the list of creatures, plants and weather effects unique to good and evil biomes - similarly to my cave revamp mod, the different biomes are themed, though there still are shared creatures between different sets.
The themed biomes are:
-Mountains - Heavenly Peaks (Good)/Hellfire Peak (Evil)
-Swamps - Forgotten Land (Good)/Spore Swamp (Evil)
-Marshes - Primal Marshland (Good)/The Flesh-Marshes (Evil)
-Tropical Forests - Fey Woods (Good)/Tainted Jungle (Evil)
-Temperate Forests - Wondrous Wildland (Good)/Vile Forest (Evil)
-Glaciers - Crystalline Crown (Good)/End of the World (Evil)
-Tundras - Enchanted Frost (Good)/Cold Death (Evil)
-Taigas - Wintry Woodland (Good)/Frozen Woods (Evil)
-Sandy Deserts - Spellbound Oasis (Good)/Ravaged Wastes (Evil)
-Badlands - Glass Barrens (Good)/Chaotic Wasteland (Evil)
-Rocky Wastelands - Earthen Realm (Good)/Charred Land (Evil)
-Savannas - Ancestral Veldt (Good)/Pestilent Flats (Evil)
-Shrublands/Grasslands - Pure Hills (Good)/Corpse Highland (Evil)
-Oceans - Oceanic Domain (Good)/Furious Storm (Evil)
-Lakes - The Azure Expanse (Good)/Toxic Lagoon (Evil)


-Race Addon info

Keep in mind I took "good" to moreso mean "magical/enchanted", rather than "benign" - the creatures in good biomes won't neccessarily be any less predatory than in other areas.

Last thing, there's two reactions tied to two plants in good biomes. Goldleaf is one of the plants, found only in good mountains - you can take several seeds from it to make a single bar of gold - the other one is the Cryostalk, found in good glaciers - you can take seeds from it to make bars of Cryocite, a metal that is very sharp and light, but brittle, and so is not usable for armor.

Be also wary of some of the fruit-bearing plants and trees - the unique ones in good swamps and tropical forests, as well as those from evil marshes, arctic biomes, temperate forests, savannas, shrub/grasslands, sandy/rock deserts and mountains can cause negative effects if eaten raw. Brewed, however, they are no threat, and some may in fact provide attribute buffs.

Big thanks to my girlfriend for the banner - her instagram has more art stuff, check it out.

Spoiler: Weather Types (click to show/hide)

Download links:
Raws Only version - includes instructions on how to add the reactions to existing civ files, as well as optional files for rearranging vanilla good/evil plants.
Race Addon - adds 17 races that make use of the creatures from this pack as pets, plus have some of their own unique pets made specifically for this pack.

10
Tilesets and Graphics / Request: Creature Tile Compatibility
« on: March 19, 2018, 12:37:41 pm »
Hey, so on a suggestion from another user I'm asking if anyone would be willing to make creature tiles for my main pack that'd be compatible with your tileset.
I'd post the links to your tilesets on the first post, and perhaps also include a version with the tileset prepackaged, once I figure out how to manually install tilesets.

I realize this would be a massive undertaking - regardless, if anyone wants to try it, or perhaps even add compatibility tiles for my other mods, then make sure to contact me via PMs, I'd highly appreciate it.

11
DF Community Games & Stories / Boulderhall - An Ogre Outpost (Community)
« on: February 10, 2018, 07:36:18 am »

A community fortress - though instead of playing as dwarves, I'll be playing as ogres instead.
I've had this idea for a while - with the current world I have, I figured I might as well go ahead and do it - I mostly want to practise my writing with this, but hopefully an entertaining story will come out of this as well!

I'm using all of my mods together, along with some creatures that were posted in the RAW travesties thread - so don't be surprised if things are more than a little chaotic and occasionally odd.

Updates will be posted whenever they're done - sorry if there's longer lulls between them. I will post some general world info later, maybe the save as well if people want to check legends. I'm also not artistically inclined - so don't expect drawings. Though if any artists are reading, feel free to post your sketches of the events or characters! I'll link them in the opening post.

Spoiler: Prologue (click to show/hide)

Spoiler: The starting...nine? (click to show/hide)

I'll post an update later, once I make some headway. If you want to be dwarfed (or rather, "ogred"), then post your name, profession, gender, some kind of backstory for why your character was sent to Boulderhall, and what caste as well - one-headed, two-headed, or primal/ogre lord - ogron are a separate "pet" creature and we're unlikely to get more than the two we have now.

I'll mostly be writing from the perspectives of the starting 9, as well as any ogres that aren't taken - I'll switch to third-person for whenever sieges or megabeast atacks happen.

12
DF Suggestions / Expanded Biomes for Regional Interactions
« on: January 28, 2018, 07:07:16 am »
Very minor suggestion - currently, the IS_REGION token for regional interactions has a very limited set of biomes. I think they should be swapped out for the more specific tokens, since it'd be quite helpful to modders.

For those who don't know, this is the entire list:


As you can see, it doesn't use the more specific divides utilized by entity or creature biome info, so you cannot define a regional interaction to only appear in temperate grasslands, mangrove swamps, rocky wastelands, or tropical broadleaf forests.

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DF General Discussion / Unofficial Discord Server
« on: December 20, 2017, 06:44:56 pm »
Quick post, for anyone interested - I run an unofficial Bay 12 Discord Server, after the previous owner left me in charge - if you guys want to talk about random DF shenanigans, then feel free to join.

We're fairly minor so the post speed is rather slow and its quiet enough for the most part - only 3 admins in total, including myself. Our ruleset is also rather lax, just make sure to keep stuff in proper channels.

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So, this is a little mod I've been working on while thinking up of ideas for a good/evil biome revamp - also to not get rusty with modding.

Obviously, its Darkest Dungeon creatures.

EDIT: Inhuman Bondage update changes
Refracted update creatures and changes.
08-23 update changes.
Church Update changes.

Download links (pre-installed downloads currently depreciated):
Raws Only - contains instructions for adding syndromes to blood that let Bloodsuckers properly transform

Big thanks to Deon for the crafting reactions in the 32-bit and 64-bit versions! Thanks also to Splint for doing the armors for the newest (06-13-19) update!

This mod is fully compatible with my other packs as well.

15
DF Suggestions / Additional [ANIMAL] Tokens
« on: November 24, 2017, 12:03:20 pm »
This is just some minor token ideas that could be added to the new entity animal tokens, mostly for quality of life and more customizability:
1. A token that makes any intelligent wilderness creatures available to the civ (with LOCAL_POPS_PRODUCE_HEROES+LOCAL_POPS_CONTROLLABLE) always playable from that specific entity - could be called something like [ANIMAL_PEOPLE_ALWAYS_PLAYABLE]. Of course, this'd only apply to the ones specified by the other animal tokens, whether they are a specific group or part of an entire class. The requirement of having both of those tokens is just so semi-sentients like trolls or regular livestock like sheep aren't accidentally made playable as well.
Right now, I noticed that if you add animal people, they just get added to the same populations as livestock, which is a tad annoying - atleast if you give them a role override, as without any pet tokens they just wont be spawned, period.
2. A token that dictates the total number of each animal from the class (or a specific one) for the entire civ - something like ANIMAL_NUMBER:200 - where 200 would be the total amount of each animal spawned (i.e if a civ has pigs and cows available, they'll have 200 pigs and 200 cows available), spread across the sites of the civ to prevent lag. I've noticed that at the present, depending on the role, the animal populations will be highly variable - sometimes as low as only 2 of those pets for the entirety of the civ, which is a tad ridiculous.
3. A token that allows animals available to the civ with LARGE_PREDATOR to leave it and become similar to named, wild predatory creatures in worldgen - raiding sites for food, killing people and so on. Could call it something like [ANIMAL_CAN_GO_ROGUE].

Thats all I could think of for now - thoughts? I would love if those got added in some of the future updates after the bugfixing period is over, would be incredibly useful for mods.

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