Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - ZM5

Pages: 1 [2] 3
16
DF Suggestions / Custom Announcement/Quest Text
« on: November 09, 2017, 10:42:34 am »
Very minor "for flavor" suggestion, but I think it would be a handy addition to modders to have tokens that allow for custom "announcements" for sieges - so instead of the general "A vile force of darkness has arrived!" or "The enemy have come and are laying siege to the fortress." the text could be more personalized, depending on the civilization in question.

Similar text could be used for megabeasts, so instead of "The megabeast X has come!" followed by their description, it also could be more personalized.

A similar token would be available for powerful non-megabeast creatures (something like cave dragons in vanilla) - it'd help to warn players when such a creature walks onto the map and starts pathing towards the fortress.

As for quest text, what I mean is stuff like "Vanquishing a great beast on our behalf would bring us all much glory." in vanilla.
This would be a minor change, but again it'd let players to have personalized text for the creature in question - so for example, for a mechanical beast you could write something like "A rampaging construct has brought terror to our doorstep." - with the token unused, it'd just use the regular vanilla texts.

Thoughts?

17
DF Modding / Modder Discord
« on: November 06, 2017, 06:07:15 am »
Hey guys, I set up a Discord entirely for modding for this game - since forums are a tad slow occasionally, I think this could help people more actively get help with modding, and maybe get more active with it in general.

Aside from channels for discussing mods in either mode, questions and also an ideas/WIPs channel, I also set up channels for DFhack scripts and tilesets, for those who are more interested in discussing those.

There's a bunch of off-topic channels as if well, if you just wanna hang out.

18
DF Suggestions / Siege and Megabeast Testing Mode
« on: November 01, 2017, 03:41:52 pm »
This is something I thought about - I would really like to see a "mode" similar to the object testing arena that lets you test out fort-mode sieges by various races, something that right now is incredibly difficult to properly test.

You'd have a default, basic "fortress" with 80 population for the purpose of the test, a militia of lets say, two squads, with all the average defensive measures - moats, traps, etc. - stockpiles (including a corpse stockpile with random corpses) and a window that lets you call in a siege of invaders from a particular race - the amount of invaders+animals could be defined. Weapons and armor would just be derived from their list and use appropriate materials available to them - pets and war animals would be derived from their settlement biomes as well as good/evil animal accessibility.

This would allow modders to gauge the strength of the invading race for fine-tuning in regards to population triggers and so on. Aside from testing civs, there could be an option to test spellcaster sieges, for ones that have minions, similarly to how Necros function.

Lastly, another option would be to send out a single, specific megabeast with its appropriate skills - again for seeing how well it fares against a decently sized fortress.

Thoughts?

19
Mod Releases / [47.05] Zombies Ate My Dwarves - Monster Mash
« on: October 31, 2017, 09:49:57 am »

Happy Halloween! This is something I've been working on in the past month. What is it? Well, it's a simple pack full of spooooky monsters and invaders to give your dwarves a scare they'll never forget!

Contents are as follows (with full lists of monsters and what they do - note that the sprites for the movie monsters aren't reflective of their actual appearance in some cases - couldn't find better stand-ins though):

Spoiler: Brutal Fortress (click to show/hide)

Spoiler: Splatterfort (click to show/hide)

Spoiler: Horror Movie Monsters (click to show/hide)


20
Mod Releases / Dr. Z's Merged Megabeasts - Why Did I Do This Edition
« on: October 26, 2017, 05:24:48 pm »
Deep in the halls of the Frankenstein University, in a forbidden part of the building only known as the Recreational Abomination Wing, a vile laughter echoed, fell and terrible!

In his lust for revenge against the dwarves, Dr. Z, utilizing the evil powers of SCIENCE, created many powerful abominations, by merging the most powerful beasts he could capture!

Now their terror has been released into the world, and all of the dwarven kingdoms shall tremble at his feet!


"Lore" intro over.

This is a small thing I was dared to do.

All this pack contains is six megabeasts, all of which are merged from the different vanilla megabeasts. It seems I cannot escape making abominations, ever.

They are as follows:

Cyclodragon - Dragon+Cyclops - A humanoid with a tail, scales, and a single eye. Breathes normal fire as an attack.

Dracotaur - Dragon+Minotaur - A centauroid - has hooves at its front legs, and reptilian feet at its back. Can gore with horns, is better with weapons (though not as much as the standard Minotaur) - can breath fire jets.

Hydrettin - Hydra+Ettin - A centauroid with nine heads. Regenerates damage more quickly, can use weapons - all of its heads can bite at the same time.

Minogiant - Minotaur+Giant - A Minotaur the size of a giant. Its a tad dumber than the normal Minotaur, with lower weapon skills (more than the Dracotaur).

Bronze Roc - Bronze Colossus+Roc - A mechanical flier, smaller than either of its "components" but still incredibly large. External body is made out of a metal similar to bronze, whereas its internal workings, joints and gears are made out of a metal more similar to copper, and its optics are made out of a more fragile, glass-like material. Moves more slowly, however its attacks are incredibly deadly - it can also slash with its wings.

Merged Aberration - A massive abomination with nine heads, that walks on six legs - two end in hooves, two end in normal feet, and two are made out of bronze with copper "bones". One of its heads is a minotaurs head, possessing horns allowing it to do gore attacks - another is that of a dragon, allowing it to breathe dragonfire (if cut off, that attack is disabled). It also regenerates damage faster.

Download link here - since this is such a small mod compared to my other works, I only include the data and raw files - extract them into your main DF directory to install!

Also, while it may seem like it, this isn't a proper halloween pack. I should release it in the next few days, however.

21
DF Suggestions / Procedurally Generated Dungeons
« on: October 10, 2017, 05:47:30 pm »
Having went through a vault a while back, I was thinking - it would be great for adventure mode if we had more procedural dungeons like that, with other rewards, i.e armories full of high-quality armor, or a chamber with an artifact weapon.

There could be different flavours to this, of course - ruined castles where you have to pull levers or find keys to proceed (maybe guarded by monsters or a specific "stronger" monster having one on their person), intact shrines where you have go downward into the catacombs to proceed, etc. etc.

This could potentially be useful for modders too, with the proper tokens allowing creatures to be parts of potential "sets" of creatures that appear in the dungeon.

For example, for ogres they could have something like [DUNGEON_ENEMY:BRUTE_GROUP:RARE] - BRUTE_GROUP would be like GENERAL_POISON for CREATURE_CLASS - definable by modders - RARE is the hypothetical rarity modifier. This would mark them as enemies that would show up rarely as "stronger" enemies alongside other, weaker ones of the same "group".
Equipment would be randomized from all possible ones I suppose, and appropriately sized for the creatures in question - as long as they also have the EQUIPS token - otherwise they'll appear without armor or weapons similarly to "servant" angels. Any creature could potentially be a dungeon enemy with the appropriate group defined. More than 1 group could be defined for each creature, same for bosses - also ALL could be a valid stand-in for the group token, that would allow the creature to potentially appear with any group.

A giant, ettin or cyclops could be marked as [DUNGEON_BOSS:BRUTE_GROUP:1] - they'd appear as the potential "boss" of the dungeon with the appropriate group, guarding the main treasure chamber (as opposed to archangels which can appear anywhere within the dungeon). The number would indicate how many of them would be present - i.e [DUNGEON_BOSS:BRUTE_GROUP:2] would indicate a pair of them would show up. Same equipment principles apply to the bosses as they do with enemies.

If more than one "boss" creature would have the same "group", it'd pick one at random for each dungeon with the same monster group, so you wouldn't have, lets say, an ettin, two cyclopes and a giant showing up all at once because they share the same tokens.

There could also be several other tokens dictating behavior - i.e something like [USE_ARTIFACT] for the bosses, which would make them use an artifact weapon (if more than 1 could possibly spawn at the same time, only one would use an artifact weapon or armor - the others would just have random quality ones same as other enemies).

In terms of worldgen, you could have potential stuff relating to the dungeons, i.e "In the year 80, the Cyclops Killsmash stole the adamantine sword The Grave of Blood and retreated to the ruined fortress of Shipkilled", then later "In the year 80, the Cyclops Killsmash enlisted a warband of trolls, ogres and tiger men to help guard his treasure." World-gen adventurers attempts would also be recorded.

Think thats about it - any thoughts?

22
Mod Releases / [47.05] What Lurks Below - A Cave Revamp Mod
« on: September 24, 2017, 04:16:34 pm »

This is a new mod I've been working on for quite a while now - finally it's ready for release!

I figured the regular caverns could use some more variety, so I set about making themed creatures and plants for all of cave layers - and also for the two different cave "biomes" (SUBTERRANEAN_WATER and SUBTERRANEAN_CHASM) - so all in all its six different sets of new creatures and plants, making the caverns a more hostile and difficult place to explore (admittedly the trees and grass don't always pop up where I wanted them to go but it was an interesting experiment nonetheless)

This mod is mostly meant for fort mode - although for adventure mode players, some of the intelligent underground creatures are available for playing from fortress civs.

Each layer has many predators, non-hostile creatures, and vermin - aside from that, all of them also have several rare but powerful "boss" type creatures, somewhat analogous to the Cave Dragons in vanilla. I've designed most of them, though some are just based off of common "tropes" like cave worms.

The sets are as follows:
Subterranean Paradise - Layer 1 Chasm
The simplest layer - it contains stranger relatives of aboveground animals, adapted to life underground. From the small, pack-hunting Spike Rats, to the tough Stone Boars and the massive Undertyrants, danger here takes many shapes and sizes.

Full list of predators.
Fungal Woods - Layer 1 Water
An underground woodland, full of towering fungus. Most of the living creatures here are ambulatory plant-life or fungal-based beings - the few unfortunate enough to die are converted into Moldspawn or Moldslaves by the Amanitarians.

Full list of predators.
Insectoid Hive - Layer 2 Chasm
Some of the deeper underground tunnels are the habitat of various types of insectoid beings. Few would head down there, fewer still live to tell the tale. The Hive Queens and Swarm Lords bide their time here, seeking to purge the caverns and eventually the surface world of all non-insectoid life.

Full list of predators.
Land of the Dead - Layer 2 Water
What little remains of once-sprawling underground empires can be found here, in the form of many unnaturally mutated zombies, howling spirits and feral skeletal beings - with several necrophagous beasts moving in, attracted by the scent of decay. The Lords of the Risen, extradimensional demigods, have turned these tunnels into their domain, warding off intruders with their undead minions.

Full list of predators.
Border of Hell - Layer 3 Chasm
The lowest tunnels are inhabited by many lesser demons and their commanders. Most of those unfortunate enough to encounter them are captured and turned into slaves - even their souls are not safe from being forced to serve - whereas the particularly hated enemies of the demons, such as the dragons, are simply mutilated, driven insane, and left alive to wander the caverns for eternity.

Full list of predators.
Dementia - Layer 3 Water
Something stirs deep below the earth...An unspeakable yet sickly horror whose mere presence is enough to warp the caverns into an organic, diseased dreamscape. Its minions kidnap those who dwell in the surface world, using their victims as material for creating horrid aberrations of flesh.

Full list of predators.


Now, I haven't included lists of the non-hostile creatures and vermin - you'll have to find out what they are and what they do for yourself!

Big thanks to my girlfriend for the banner - she occasionally posts art on her instagram if any of you are interested.

Download links ("packaged with DF versions" are not updated for now - waiting until a more stable version of 47 comes out):
Stand-alone version - lacks the vanilla raw changes I made (rearranged some of the underground plants and trees) - you can install it by simple dropping the "raw" folder into your main DF folder.

Some of the material, body plan and body detail files are shared with my main pack - you don't actually need those if you're using this alongside my main pack.

Hope you guys enjoy it!

23
DF Modding / What's going on in your modding?
« on: August 13, 2017, 12:18:47 pm »
Noticed the modding board had no "what's going in" thread like the fort and adventure mode boards so figured I'd make one.

What projects are you guys currently working on? Post any mishaps with creatures, gruesome arena moments or previews for mods you're planning to upload!

24
Like the thread title says, I'm wondering how many of you here would be interested in a succession fort utilizing mods, with a story element to it.

I was mostly thinking of utilizing mods that are mostly based off of medieval-esque fantasy (steampunk elements as well) and mythology, so the end result wouldn't be too outlandish or bizarre - however still just as insane as some of the things that happen in vanilla, only more difficult and also more varied.

I'd also make some changes to vanilla raws, i.e removing the overt positive moodlets gained from alcohol (so hopefully epic tantrum spirals would happen again).

Please share your thoughts and opinions on the idea - along with any suggestions. I'd really love to see a highly memorable fortress come out of 43.05 (hopefully something that'd end up on TV Tropes), as well as giving people's creativity and imagination a lot of time to shine - and perhaps getting more people into RAW editing.

25
Mod Releases / The Real RAW Travesties
« on: April 07, 2017, 02:50:12 pm »
What's this?
Simple thread for making creatures from the RAW travesties thread, or more specifically the site and population travesties - they can be found here - check the previous pages for more site and pops travesties. Read from the start if you want context on what exactly the travestificator is - more importantly though, it produces some...particularly interesting results when inputting in site and population info from a DF world.
Why?
Because we can.

Also hopefully it'd attract more modders - and personally I want to see what comes out of your guys' imaginations!

I've uploaded volume 1 of mine here - contains Goblizards, Two-humans and Rave Crocodiles - and volume 2 here - contains Shark Trolls, Steelhead Shoe Crawlers and Saber Shamans.

Upload yours up on DFFD and I'll add them to this opening post!

Have fun!

Bear-deer and Axoloth Bears - Eric Blank - body file for axoloth bears here.

Vulturtles, Chamelephants, Cave Crabbits and Albatrolls - IndigoFenix.

26
Mod Releases / [WIP] Combo Weapons Mod v.0.5
« on: November 14, 2016, 12:24:53 pm »
So this is a weird little idea that popped into my head yesterday during the Discord chat; inspired by Dead Rising.
Basically this mod lets you combine some vanilla DF weapons into stronger combo weapons, with attributes of both.

This is currently a WIP, so there's only 4 types of combo weapons available, and the crafting is still fairly game-y (no duct tape/cloth required). I do plan on making some cloth weaving reactions later on at some point once I get more acquainted with reaction modding, and obviously I plan on making more types of combination weapons later.

You make the weapons at the Carpenter's Workshop in Adventure Mode, basically giving your adventurer some unique stuff to play with that you wont see worldgen npc's use. It requires two base weapons - the material used by the final product is taken from the first reagent, so keep that in mind - i.e if you use a copper war hammer and a steel battle axe to make a defiler, it will be made out of copper.

The four weapons are as follows:

The Defiler
Combined from a War Hammer and Battle Axe, uses the axe skill and has the axe's hacking attacks and the bash attack from the war hammer (with a little bit of extra force).

The Sabre Shot
Combined from a Crossbow and a Large Dagger - uses sword skill for melee attacks. Can still fire bolts, but also has slashing and stabbing attacks for melee.

The Mauler
Combined from a Long Sword and a Short Sword - uses sword skill, it's basically a double-sided sword. Has the long sword's slashing and stabbing properties, a blunt melee strike attack and also a quicker but weaker slash with the bottom blade (similar values as the short sword's slash).

The Reaper
Combined from a Spear and a Long Sword - uses spear skill. A particularly deadly scythe-type weapon, has a devastating slash attack and can also stab with the spike on top of the shaft.

Download it here. The files are completely separate and I don't think they should conflict with any other mods.

27
Mod Releases / [47.05] ZM5's Mod Depository - Shadowlands Update
« on: June 21, 2016, 04:27:04 pm »
Most of the mods included here are based off of Warcraft and Dragon's Dogma, though there are some creatures from other games (i.e 2 Mortal Kombat races - the Osh-Tekk and the Tarkatans) or stemming from other inspirations - for instance, I have a series of megabeasts based off of the Seven Deadly Sins, and a bunch of other weird creatures, including one I made for the Raw Travesties thread - the Two-humans.

Main features

New playable races
Many new races playable in adventure mode. Due to the amount, not all of them may spawn during generation of smaller worlds, or ones with smaller civilization limits!

On top of that, many of the wild non-civ races are playable as well.

Many of the new races, both civilized and wild ones, have different abilities and spells - others simply diffrentiate themselves with different body details, armored bodies, or unique weapon sets.

New magic knowledge
There are many types of magical knowledge in the vein of necromancy that you can find.

Five of the new magic user types - Sorcerers, Biomancers, Pyromancers, Psychics, and Unholy Knights, will build towers during world generation - if you can defeat their minions you will be able to gain the knowledge they possess!

The others - Blessed Warriors, Paladins, and the Voodoo Priests of the Serpent, Tiger, Bat, and Spider - will not build towers, and as a result will be much tougher to find. However, you may occasionally come across books written by them in libraries around the world, which would grant you the same knowledge - both of the magic user groups may occasionally be found as bandits as well, clutching onto their slabs.

A more hostile, difficult world
There are many, MANY more predatory creatures out in the world.

Additionally, there are many megabeasts that you may hunt in Adventure Mode, or which will attack your settlements in Fortress Mode.

There are a few non-predatory creatures as well, though that is not to say they are completely harmless.

New plants, ores, and weapons
There are many new resources for you to use, found in various biomes around the world - most of them I've added to the biomes that were somewhat empty in vanilla - mostly deserts, tundras, glaciers, and taigas - giving more of an incentive to embark there.
Some of the drinks brewable from the new plants also have some special properties - for example, the Dragon's Brew made from cinderblooms temporarily allows you to spit bolts of magma at enemies; the Lichwine and Mage's Wine, made from the Lichbloom and Mageroyal respectively, grant you a long-term immunity to all types of magic (though "physical" abilities like the Gronn's shout can still affect you) - or the Pandaren Brew made from the Golden Lotus grants you a long-term increase in favorable combat rolls.

There are also many new different types of armor and weapons.

That's about it. Big thanks also to Enemy Post (Rowsdower11 on the DF subreddit) for helping with some troubleshooting and bugfixes, and also Droggarth for helping with live-testing and some feedback.

Also, with the new version, big thanks to Deon for allowing me to use modified versions of his crafting reactions from Wanderer! Keep in mind they aren't included outside of the full packs, since I don't include vanilla raw changes in those which are required for the crafting reactions.

Thanks to peasant cretin for allowing me to use his "Peasant and Forester's" mod, as well as Blaze_1711 for providing reactions for compatibility with it!

Download links:
Lite pack

Addons - require the full pack to work:
Additional Kombatants
Warcraft Derivatives
Kingdoms of Humanity
The Five Dragonflights


Note that some of my other mods, most notably the Cave Revamp, share some material, inorganic and tissue files - if you want to use both of them, just use the templates from this pack, since they're always the most up-to-date and have everything needed for both packs to work.

EDIT: Battle for Azeroth update changes.

Whispers of the Old Gods update changes.

Hero Update changes.

Shadowlands Update changes.

28
                                                                The Plane of Portent
                                     
Spoiler: Map of the Region (click to show/hide)

The Plane of Portent, or "Mon Ogusp" in the Goblin tongue, is the southern part of the world of Archia. This planet is home to many beings; the noble Humans, the proud Orcs, the war-like Centaurs, the brutish Ogres, the reclusive Nerubians, the envious Beast Men, amongst many other sentient, civilized creatures. The Draenei, a humanoid race from another planet, have also made their temporary dwelling here - drawn to their presence came extradimensional demonic legions, who already have a strong hold over various parts of the world, to the misfortune of every living being who comes across them. Various unnatural, wretched races, who serve ancient, evil deities seeking to destroy all life on Archia, also have seen an increasing presence in certain regions.

The Plane of Portent itself had seen many expeditions from the Northern Coalition, an alliance with members from several Human confederations, Dwarven kingdoms, Orcish clans, Naga empires, Draconian unions and Draenei societies. These expeditions have a two-fold purpose - aside from harvesting local resources, they are there to establish large societies which are to serve as the main line of defense against any threats coming from the south.

This project had seen mixed results over the 125 years that it existed for. While it certainly provided more than adequate resources for the Coalition, internal demoralization and outside, unaccounted for influences have taken their hold over most of the groups sent to this region, resulting in in-fighting amongst the various races compromising them.

While the Naga and Orcish groups have dealt with their own issues rather well, the Draenei, Draconian and Dwarven members find themselves dealing with military threats from the local Ogre and Troll empires, and the Human factions have been mostly destroyed from the inside - several of them have converted into demon-worshipping cults, even gaining unnatural features from the fel energies, whereas others yet are slowly starting the descent into it.

In particular, the Crazy Realms still have small pockets of uncorrupted survivors trying to hold out against their former brethren, and the Confederations of Gladness have begun worshipping a dark creature as their master - one that isn't demonic, but nonetheless it is a physical manifestation of negative energy that is influencing the actions of the Confederation.

This particular story starts in one of the hamlets of the Confederation, Rismuinnah, or "Tallchanneled" in our language. A conspiracy has been planned by the local government, the Councils of Flame, in order to finally depose the fallen pride, the tyrannical Elbens Jackalsneaks, who fooled the Confederation into believing she was one of their deities. A young man by the name of Olith Axeshatter, trained from birth to be the one to slay the pretender, has just been assigned his final, and most dangerous, series of training exercises.

Wheter he succeeds or not, we don't know yet, dear reader. Make no mistake - there's no such thing as the legendary "chosen one" in this world. Should Olith fail, it is an inevitability that another will eventually pick up where he left off...


OOC: So, this is something I haven't tried before; sorry if the writing isn't that great, but I figured we didn't have this type of thread in a while - the ones that I'm aware of don't seem to be active anymore, and I guess having lots of mods in might put a slightly different spin on it.

I'll mostly be playing this "legit" - I'll do my best not to screw up and die, but if it does happen, we'll just make another adventurer in another part of the world, which could give some type of different narrative perspective, and I'll eventually do voting processes whenever we come across any decisions to make. I also won't do any attribute/skill boosting outside of whatever interaction knowledge we might come across, so no DFhack witchcraft or grinding.

I'll start the adventure for real tomorrow, 'cause I'm writing this at 2am, so stay tuned. I'll be using my personal modding projects, if enough people get interested I'll do a full release, it's something I wanted to do for a while now.

29
DF Adventure Mode Discussion / Streaming some Adventure Mode
« on: March 28, 2016, 03:12:30 pm »
Hey guys, I'm gonna be streaming some adventure mode for around 2 and a half hours, with mods present. Join chat if you have a twitch account.
https://www.twitch.tv/dmaximus5
I apologize beforehand for the somewhat crap quality, unfortunately my PC isn't really that great, but I still wanted to stream this atleast once.

30
DF General Discussion / Streaming DF?
« on: March 20, 2016, 01:04:54 pm »
Anyone here with experience on streaming DF?

I'd like to start myself, but I'm not exactly sure how to go about it. I got OBS but it seems to leave a lot of blank space open on the edges of the screen no matter how I align the window (and I can't find an option to manually adjust it so it's more even) and I get errors much CPU use, which stop previews and which I'd imagine would stop actual streams as well.

Pages: 1 [2] 3