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Messages - ZM5

Pages: 1 ... 175 176 [177] 178 179 180
2641
Mod Releases / Re: 40.24 Moss Cow Creature
« on: June 06, 2015, 02:53:15 pm »
Heh, I like the moss crow idea.
I added specific food to it like you suggested.
As for the reactions, I'll be totally honest I'm not sure how to go about that, I haven't messed with reaction raws, they look really complicated to me. The syndromes are all temporary by default though they last somewhat long.

2642
Mod Releases / 40.24 Moss Cow Creature
« on: June 06, 2015, 04:09:32 am »
http://dffd.bay12games.com/file.php?id=10909

Hey, this is my first submission (though not my first mod), a very minor creature mod.
Not particularly based on anything, just a weird idea that came to me while reading the DF from Scratch thread.
It's a fungal-based creature resembling a bovine, whose edible body parts can cause strange effects. Some are completely harmful, others provide temporary bonuses followed by a period of harmful side-effects.
Some examples:
Eating the pancreas gives true sight, letting dwarves see even if their eyes have been damaged. Unfortunately, due to being able to see the world as it truly is causes insanity and bleeding from the brain and what remains of the eyes after a while.
Eating the spleen gives temperance, causing dwarves to not require sustenance for a period of time. This eventually causes nausea and vomiting blood.
The brain causes mind rot, which is basically insanity mixed with brain bleeding and necrosis. You really don't want to eat it.
The liver gives delusions of strength, causing dwarves to not feel pain, fear, be unable to be stunned and go into fights first. Its followed by a period of nausea.
There's more, but you'll have to look through the raw to see the rest. Basically, you have to be more aware of what you let your dwarves eat, and deciding if the temporary advantages are worth the disadvantages.
Unless you want to take a 80+ person fort and force everyone to drink the proverbial kool-aid. That's totally fine.
Anyway, give opinions, criticism, whatever. Sorry if the raw is a bit messy but I'm still trying to exactly figure out a lot of the in-and-outs of modding. I have a lot more creature mods I'll be uploading later once I get the raws sorted.

2643
DF General Discussion / Re: Hard Drinking
« on: June 04, 2015, 08:24:12 am »
Haha, that'd be bad enough for dwarves. What I'd like to see is a tavern full of frustrated hungover drunks in a human city. Having a whole-town-brawl would be badass.
@Graknorke No fun in beating up people who can't fight back effectively. Though it'd be fun to throw a party in a library only to have books tossed at you.

2644
DF General Discussion / Re: Hard Drinking
« on: June 04, 2015, 04:53:54 am »
Bar fights? Oh man, i'll have to make atleast one adventurer whose entire career is travelling to cities and picking fights with people in bars to find the strongest warriors.

2645
DF Modding / Re: Issues with "secret" interactions
« on: June 01, 2015, 01:10:03 pm »
A mortal with a secret will only build towers if they gather enough reanimated creatures - 50, I believe. If a secret doesn't provide a raising (or resurrection) ability, the secret holder won't be able to build a tower.
Also, note that the standard necromancer secrets exist multiple times in a world compared to (probably) one each of your custom secrets unless you adjust things through advanced world gen, and so tend to drown out modded secrets.
Oh, so that's it. I didn't realize that's how towers worked. Thanks.

2646
DF Modding / Issues with "secret" interactions
« on: June 01, 2015, 04:39:48 am »
I'm having a few strange issues with new "secret" type interactions I've made, hoping someone.
First off, creatures with the knowledge interaction active rarely, if ever seem to migrate to towers, despite not aging just like necromancers.
Second, as a result, slabs made by gods are often stored in hamlets or towns, which to my knowledge makes them impossible to find. Sometimes they're also "lost" as a result of duels, etc., which I don't recall ever seeing happen with necromancer slabs.
Books containing the new secrets also rarely, if ever show up, so I'm not sure wheter it's part of the above problems or just me being really unlucky in worldgen.

Has anyone had similar experiences with knowledge interactions?

2647
DF Adventure Mode Discussion / Re: Funniest Names
« on: May 25, 2015, 04:46:02 am »
Wow, only thing that would make that name more appropriate is if it was situated in an evil biome.

2648
Huh, I missed that one as well.
I bet looking for that one dwarf will be like a DF version of Where's Waldo.
Still, kind of eerie. I wonder what happened there that left only one person alive.

2649
Mmm, hard choice, as Naturearrow was probably the most diverse easily accessible place.
Hatedequaled and Seducepoison also seem fairly diverse, though those are Dark Forts, so they'll probably be hostile, not to mention laggy.
Notchsacks also seems interesting. Dwarves and goblins living in one fort? Blasphemous.

2650
Awesome bit of history. Kind of weird how a giant dingo would become the enemy of an entire civ, seems more like a very local foe. I know this kinda thing happens all the time in the game, but it's still strange.
Funny how a random dwarf bandit is suddenly becoming some sort of bigger antagonist. I think that's what you call "ascended extra".

2651
Oh man, are you gonna post the coin descriptions? I wouldn't mind seeing them myself.
Any idea as to why the elves would attack you? Seems kind of weird that they'd ambush you at random.

2652
"I attacked me."
I have this image in my head of Evhol being a particularly inbred redneck, and that this sort of statement is par for the course for her.
Really liking this so far, awesome way to interpret all the hiccups the game currently has.

2653
DF Suggestions / Re: Adventurer suggestions
« on: May 15, 2015, 03:34:47 pm »
@Neonivek Thanks, that's honestly what I like about this community that other game communities lack - despite all the crazy stuff going on people are still friendly to each other.

@jwoodward48df I'm actually using that mod, mostly to decorate my gear with megabeast bones. I just wish it was in-game by default, and not just with body material, but metals, rocks, etc.

@AceSV Good suggestions, I think I saw a post that said Toady is planning to integrate fort mode and adventure mode, so structure building is probably planned.
Romance would be interesting. More companion interactions in general would be nice, so as to make them feel less like meat shields or kill-stealers.
The mundane life idea really intrigues me, that's not really something you see in most, if any, games.
I'd imagine more varied quests is something that's already planned. Would help to have things to do that don't require immense amounts of violence. Speaking of that, I assume this is planned as well, but the ability to use non-lethal force would be good for different types of quests, like perhaps being asked to question a criminal overlord about other members of his organization or the location of their stolen goods instead of just killing them outright.

2654
DF Adventure Mode Discussion / Re: Funniest Names
« on: May 12, 2015, 06:52:15 am »
Not that funny, but "Practicecavern" and "Bravecave" could give a newbie adventurer the wrong idea about their difficulty levels.

Heh, those really do sound like low level dungeons from some stereotypical RPG.
On the opposite site of that, I recently found a lair called "Certaindie". Very encouraging.

2655
DF Suggestions / Re: Adventurer suggestions
« on: May 12, 2015, 04:14:02 am »
Sorry, I wasn't aware of most of those.

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