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Messages - ZM5

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91
DF General Discussion / Re: Future of the Fortress
« on: September 06, 2021, 07:13:17 am »
There's ones made out of filth and grime (iirc yellow or brown colored, depending on whether its liquid or solid) too, I don't see why one type of nastiness is more juvenile than the other. Would not be in favor of removing them for some silly reason like that.

92
Mod Releases / Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« on: August 30, 2021, 02:11:54 pm »
Greetings, everyone! I've arrived with questions, in case someone wouldn't mind answering them. The mod overall is a magnificent one, indeed, but for some reason, I cannot find dice in monasteries with it installed. Is that intentional?

I am inquiring because I want to play a vampire, hence the second question: is there a vampiric Adventure Mode–playable race? I've seen many strange names in the Intelligent Wilderness Creature menu, perhaps it'd be one of them?

And finally, is it normal that my Vengeful Magus adventurer required food and water?
1. Dice are enabled on every civ from the addon for this, so it's probably just a crapshoot on finding them with any regularity.

2. Not in this pack, no.

3. They and a lot of creatures shouldn't require sustenance - its merely a temporary measure to prevent a crash issue that started with 47 where if a civ is composed of creatures that don't require sustenance the game will crash in worldgen if they also have fishing enabled and/or I think the merriment value set to positive. For safety's sake I disabled NO_EAT/NO_DRINK on every creature that had it.

93
Some small updates - made the weapon set compatible with my main pack, and added some new creatures to the main body of the pack - notably a new civ, the Rotscales - rotting, undead yet intelligent fishmen. Also some potential experiment types, though I admittedly have yet to see them show up in towers yet (still not quite sure how you're supposed to get that to work) - they may nonetheless appear in the wild in evil biomes, though.

For the For Honor pack, I've added the Gryphon to the Knights and the Kyoshin to the Chosen - Gryphon being a pike user, similarly to the Lawbringer, though more agile and possessing a healing ability, and the Kyoshin being an evasive sword user with the ability to impale an enemy on magical spikes, inducing heavy pain and heavily reducing speed and agility for a short period.

For the Final Fantasy pack, I added the three types of Magitek armors from FF6 - the standard Magitek Armor, the Proto Armor, a range-focused version, and the Sky Armor, an aerial version. They're only available to hostile Humes, as well as both factions of Moogles.
In the Additional Stuff folder, I've also included the Moogle and Viera sprites, as well as instructions on how to install them - credit to -Blank- for providing them. Hopefully the instructions work - I'm not quite sure if anything else is required aside from the sprites and the graphics text file - let me know if it works.

I've got two new addons packed up more or less, just need to write down the help files for them, so expect those in the coming week or so.

94
Mod Releases / Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« on: August 17, 2021, 08:28:19 am »
What Splint said - its the same as with my cavern mod, simply assigning grasses, shrubs, creatures and the like to only appear within a certain layer and subset. Its a bit more finicky with good/evil biomes though, as its a crapshoot whether a biome will have the appropriate plantlife and creatures or whether its just gonna be "normal biome but with blood rain".

95
"Titans can't be defined however, there's still too little we know about the successful application of these tags toady's given us since 47.xx ."

Could have sworn that was one of the tokens enabled for modder use amongst other ones that were previously exclusive to procgenned creatures.
I'm personally mostly wondering how custom experiments work, aside from using the [NIGHT_CREATURE] token for them - whether they require specific spheres to be made and/or the [SUPERNATURAL] token.

96
Mod Releases / Re: [47.05] Diablo Mod - Concept Art update
« on: August 12, 2021, 11:23:30 am »
Small update, updated the weapon files for compatibility, also small oversight fixes.

97
Mod Releases / Re: [47.05] Lands of Duality - A Good/Evil Biome Revamp
« on: August 12, 2021, 11:13:20 am »
Small update, mostly just small fixes and oversight corrections, also compatibility with the weapon set shared between this and my main pack and assorted pack.

98
Mod Releases / Re: [47.05] What Lurks Below - A Cave Revamp Mod
« on: August 12, 2021, 11:12:15 am »
Small update, mostly just miscellaneous fixes and oversight corrections.

99
Mod Releases / Re: [47.05] Zombies Ate My Dwarves - Trifecta of Terror
« on: August 12, 2021, 09:29:40 am »
Update - mostly a two-fold one. One part is some additional creatures to the Doom side of things - mostly creatures from the Ancient Gods DLCs, plus some odds and ends - Prowlers, Armored Imps, Possessed Slaves and Hell Barons have the new variants added as castes (so Cursed Prowlers, Stone Imps, Possessed Screechers and Armored Barons). Maykrs also have a Seraph caste now.
For outright new ones, Blood Maykrs, Hell Titans, Arachnosynths Atlans and Argent Dragons have been added - the Titans rarely appear in some evil biomes, and are pets for the Maykrs - Atlans are those giant mechas used by the Argenta, and have several variants, one based on their in-game appearance, and the rest are based on some bits of concept art. Arachnosynths, meanwhile, are the Doom Eternal version of the Arachnotron.
Lastly, I've added the Dark Lord as a potential dark pits ruler. Potentially the smallest out of the demon rulers I made (though still huge due to the power suit), he can summon a quite substantial backup, on top of being incredibly deadly with swords and shields. Next updates to the Doom pack, whenever they come, will mostly be concept art stuff - for example, various early Carcass variants (sweet dreams by the way).

I've also added creatures from Hexen 2 and its expansion - some of them are fairly mundane, such as the Sand/Bog Scorpions or the various Werecat warriors, but nonetheless I figured they'd liven up some biomes. The Chaotic Beings have several additional castes now as well - Demonic Knights (basic caste thats more skewed towards using ranged weapons), Skull Wizards (projectile users that can increase their speed to get out of bad situations), Chaos Angels (fliers with projectile magic and a paralyzing spell), Chaos Eidolons (potential ruler caste, based on Eidolon) and Chaos Magi (another ruler caste, based on Praevus).

Lastly, I altered the Corrupted Minions from the Splatterhouse side of things - rather than being merely wild evil biome dwellers, they now count as a dark pits civ. They do not use weapons or armor, but can hit fairly hard in melee, and they also use other Splatterhouse creatures as pets. The Evil One has also been changed slightly, and is now a potential dark pits ruler instead of a megabeast.

Hope you guys enjoy this update.

100
Small update - added the Occultist's Stygian Embrace spell - aside from healing, it also puts a target into stealth.

DD2 has had some stuff revealed, including that freaky Plague Eater faction - excited to add them whenever more info pops up about them.

101
Mod Releases / Re: [47.05] ZM5's Mod Depository - Shadowlands Update
« on: August 08, 2021, 06:08:33 am »
Update - mostly to the Warcraft side of the pack. Added stuff from Chains of Domination - aside from numerous new creatures, it also adds new castes for Brokers, Kyrians, Forsworn, Mawsworn and Necrolords (some are unrelated to the patch, instead being based on concept art, i.e the Forsworn Spirit Killer, Necrolord Blightbag or the Mawsworn Deathchanter - or in the case of the Kyrian Spirit Healers, a creature type that I had no good way of implementing until now).
I've also added War Picks as a mace-type weapon - just a weaponized pickaxe, mostly used by Dwarven sub-races and races that prefer underground life i.e Kobolds or Drogbar.
Lastly, I altered the weapon sets for numerous races, mostly ones from the addons - most of the MK races have had their weapon sets expanded or changed, and same goes for the Alteraci from the Kingdoms of Humanity addon.

I'll be updating my other mods soon enough, got quite a lot of new help files to write down.

102
DF Modding / Re: What's going on in your modding?
« on: June 15, 2021, 02:12:28 am »
Nearly done with an update for the Doom section of my horror pack, only have 3 creatures left to do (Dark Lord, the Atlans and the Sentinel Dragons), though I'm planning on doing concept art stuff later on. Some of it is pretty interesting in how different it ended up being compared to the finished version, i.e Carcass variants or the Whiplash (pretty much any of these could be a separate creature in and of itself).

103
DF Modding / Re: What's going on in your modding?
« on: June 06, 2021, 05:01:36 am »
Messing around with making experiment types, got 3 for the Warcraft pack and 3 for Assorted.
-Wolf Ghoul - based on very early concept art that'd eventually become the regular Ghoul unit. Somewhat fragile, but its biting and clawing attacks are deadlier. Higher agility.

-Troll and Worgen Abominations - larger semi-sentient experiments. Have the usual disease cloud ability, Troll version has higher recuperation and tissue healing rates, Worgen version is more agile and has sharper fangs and claws.

-Stitched Dog - basic experiment thats just a relatively small quadruped stitched from various limbs and bodies. Attack dog type, not very strong but can move quite quickly.

-Gasbag - stitched-together humanoid experiment with a massively bloated torso. Breathes disease gas that can cause nausea, dizziness or a fever, moves rather slowly and has both low agility and toughness - bursts into a cloud of the same disease gas on death.

-Stitchwork Crawler - basically a Drider (in shape, anyway - its only spider-like in having multiple legs and an abdomen, though for legs it just has normal 4-toed feet instead of sharp points) stitched from various limbs and bodies. Ranged attacker that spits poisonous bile and throws sharp spines. Unremarkable in melee combat.

Got ideas for a couple other types:
-Mouldering Discard - semi-sentient humanoid-ish, more of a laborer/cannon fodder type. Moldy and nasty with various bits and appendages sticking out of its body (along with the Plague Floater below, basically supposed to be a result of some experimenters going "well, all we have left are some giant toes, hacked up torsos, heads split in two, limb bits of various sizes, and other miscellaneous bites, what do we do with them?" "screw it, just put em together in some functional shape") - infectious scratching/biting attacks, spits relatively weak globs of bile.

-Plague Floater - basically just a floating, gas-filled bag of flesh with a face/head, some appendages hanging off it. Slow-moving flier that spreads debilitating syndromes with its gas breath.

-Fleshpede - various limbs and torsos put together in a centipede-esque shape. Rather basic experiment type, though it'd be able to crawl up walls and other obstacles with ease.

-Reconstructed - multi-caste, basic Frankenstein's Monster-esque humanoids. Standard variant is just a dumb swinger with no special abilities, a Mecha variant with a scattergun in place of one hand that shoots bullet spreads, and a Shocker variant with a coil embedded in its back and metal braces around the arms that allow it to shoot lightning bolts and direct clouds of lightning.

-Spore Carrier - stitched humanoid with fungus growing inside it - slow-moving, releases undirected clouds of spores.

-Rotting Mutant - large semi-sentient experiment with spikes growing from its back and a frostbitten sack on its throat - breathes frost and casts debilitating magic.

Will probably have to think up of more later, still got a few niches to fill I suppose, both in general ideas for experiments and their functions.

104
DF Adventure Mode Discussion / Re: Trivial Findings (Adventure Mode)
« on: June 01, 2021, 12:45:43 pm »
if you have at least 3 members in your party, the ones you aren't currently controlling will practice their social skills with each other.  i'm not sure yet, but i think this might mean it's possible to keep everyone's "socialise" need met without having to have tedious conversations through the [k] menu, just by giving everyone a chance to be a background character
It's particularly funny with more than 3. On my first 47.01 adventure I had one of the companions obsessively keep telling jokes to another one, while I was giving a sermon and another companion was criticizing my inability to perform it.

105
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 30, 2021, 02:12:37 am »
My best guess would be that these goblins are from the civs formed from mining disasters in worldgen, hence all the clowns.

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