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Messages - chipathingy

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31
Mod Releases / chipathingy's Fantastic Fantasy Fortress mod
« on: December 10, 2022, 09:50:44 pm »
Welcome to chipathingy's Fantastic Fantasy Fortress mod!

This mod is my attempt to add in creatures and civilisations that are commonly found in "stock" fantasy settings.
It includes 4 new races, vanilla race changes, loads of new creatures and heaps of items!

0.47.05 download: https://dffd.bay12games.com/file.php?id=16207
Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2905522743
Steam modular version: https://steamcommunity.com/sharedfiles/filedetails/?id=2941967784
DFFD full version: https://dffd.bay12games.com/file.php?id=16721
DFFD modular version: https://dffd.bay12games.com/file.php?id=16720


Races:
   Dwarves: Short and bearded, dwarves are an industrious race who prefer to live in underground mountain fortresses. They alone can forge both magical and mundane
      metals, and jealously guard these secrets from the other races.
      Currently the only playable race. Very similar to vanilla dwarves with the following changes:
         Males now outnumber females by 2:1
         New building: Blast Furnace. This is where dwarves purify mithril and make dwarfsteel, titansteel and orihalcum. Requires magma and magma-safe materials
         New armour: Completely new items include dwarven plate armour, helm, boots and gauntlets.
            The plate armour pieces are thicker, heavier and require more metal than vanilla armour pieces. Meant to be end-game armour
            Horned cap, horned/winged helm: reflavoured headwear, otherwise identical to the vanilla items
         New weapons:
            Can now produce almost any weapon, but that doesn't mean they can use them!
            New weapons:
               Boomsticks, shoots pellets
               Hand Cannons. Bigger and better boomstick. Shoots shells
               Skirmisher's Axe. An axe that is also a ranged weapon. Uses 'thrown' ammunition - for dwarves, these are throwing axes
               Siege crossbow. A bigger, heavier crossbow that shoots arrows
               New ammo types. Broadhead/hammerhead bolts and arrows do slashing/blunt damage respectively
         New reactions: wooden statues/slabs/mechanisms, can grind stone to sand, can burn corpses

   Goblins: The unholy offspring of powerful demons and unlucky mortals, goblins exist only to serve their demon masters.
      These are mostly similar to vanilla goblins with a few small changes. They can sometimes be found as wild, savage tribes
      Their blood now causes painful burns on contact. Don't drink it
[/s]      They have a bunch of new creatures they will bring to siege your fort as well!
   
   Halflings: Similar in size and appearance to human children, halflings live in quiet agrarian communities and mostly keep to themselves. They are generally
      self-sufficient and do not send out trade caravans.
      Some halflings are overcome by wanderlust and will strike out on their own, becoming mercenaries or bards.

   High Elves: Haughty and arrogant, High Elves look down their noses at the other races and bask in their perceived superiority. They have long abandoned the
      pursuit of magical power of terrestrial origin and have instead turned to the heavens in search of power. They despise dealing with the "less civilised"
      races and will despair at being underground for too long      
      They can use steel, use exclusively edged weapons and have access to several magical warbeasts

   Humans: Humans are a jack-of-all-trades race that are found throughout the world.
      Humans have gone through a number of changes in this mod. They now use steel, have a number of castes and two distinct civilisations:
      The Good Kingdom: A shining beacon of civilisation, the Kingdom and their kightly orders are the embodiment of justice, harmony and peace.
      The Evil Empire: While they don't eat babies, that's basically where the line is. They will lie, cheat and steal and will raid your fort to get their
      hands on your precious shinies

   Lizardfolk: Ancient and mysterious, Lizardfolk tribes are dedicated to maintaining the balance of the land. They will send caravans in the spring, once they
      have woken from their hibernation. They have many unique lizard/dinosaur-themed livestock available to them and may bring them to trade

   Orcs: Primative barbarians who love to fight, orcs live in tribes and constantly war with their neighbors. The more fights they survive, the bigger and stronger
      they get. They have a number of unique weapons, armor and warbeasts that can only be used by these huge, rage-filled barbarians      

   Wood elves: Self-appointed guardians of the forests, Wood Elves are dedicated to the ruthless protection of nature. They have rejected the High Elves' pursuit
      of heavenly power and derive their magic from the trees and animals of their forest homes.
      Wood elves are basically vanilla elves with the enchanted wood metal to buff their soldiers

   Undead: Necromancers have been standardised! They can now raise zombies, summon skeletons and resurrect the dead as revenants.

   Megabeasts:
      Lots of new, tougher dragon types. If you can kill one, their scales and bones are amazing materials
      Pheonix

   Other creatures:
      Lots of creatures from mythology or other fantasy settings. They are found in various savage biomes. They include:
         Pegasi   Griffins   Hippogriffs   Wyvern   Feathered Serpent
         Valkyrie   Centaurs   Gnolls      Minotaurs (non-semimegabeasts)
         Bugbears   Bicorn   Jackalopes      Drop Bears
         Cerberus   Slimes (many varieties)   Dire rat/bear/pig
      Unique pets - Most races except Humans, Halflings and Dwarves have some unique animals they can access

New metals:
   Impure mithril: Smelted from mithril ore, which is found in silver veins. Worse than iron, better than copper
   Mithril (by Meph): Harder and much lighter than steel. Refined from impure mithril at a blast furnace
   Dwarfsteel: As hard as mithril and heavier than steel. Produced at a blast furnace from steel and gold
   Orihalcum: A magical alloy known only to the Dwarves. Very light and hard
   Titansteel: A magical alloy known only to the Dwarves. Very heavy and hard
   Enchanted wood: Magically hardened wood used by the wood elves. As hard as bronze but otherwise the same as wood.
   You'll also find that regular iron is more effective against magical creatures than normal.


New items (non-dwarf):
   Weapons: slings, slingshots, glaives, longbows, machete, quarterstaves, sledgehammers, hatchets, knuckledusters, orc-only weapons
      Throwing weapons: Fishing spear, rogue's knife, skirmisher's club
      Thrown ammo: throwing knives, javelins
   Armour: Reinforced leather armor and helmet, pauldrons, multiple helmet and shield types
   Clothing: harness, chest wrappings, bandana, kilts,
   Lots of tools that civilians will carry in Adventure mode
   Lots of toys

Other changes to vanilla
   Hydras now heal themselves much quicker
   Unicorns now have cursed blood
   Minotaurs have been renamed to 'feral minotaur' to make room for non-semimegabeast minotaurs

Planned features:
   More magical/legendary wildlife
   Magic! You might notice some placeholders if you go digging around in the raws
   Cavern revamp

Advanced world generation suggestions: decrease the number of generated secrets to zero, increase the number of civs

Known issues:
   Enchanted wood was the only way I could give elves proper equipment without dramatically changing them, but as they are a metal you can forge most things from
   them. Unfortunately their traders turn up with enchanted wood bars and anvils. I'd suggest not melting/using it for RP reasons
   Some creatures use a secretion to apply a syndrome to them; this shows up in their inventory. I don't know how to remove this

Credits:
   ZM5's mods - weapons, materials, probably other things I can't remember
   Splint's mods - reactions, materials, weapons
   Taffer's Dwarf Fortress Revised
   Anyone who's ever put anything on DFFD

Release log
1.0: Initial release
1.01: increased raw mithril spawn rates
1.1: Graffiks! Plus some minor tweaks
1.1x: graphics tweaks
1.2: Modular version
1.3: New creature pack!

32
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 27, 2022, 05:35:47 pm »
Its not actually delayed, the summon is instantaneous, but the creature will disappear after 6-8k ticks. In worldgen, they wont show up no. The game doesnt run most interactions, including summoning. They dont turn up in sieges, but necromancers will summon them in combat, including sending swarms of them after you in adventure mode if you accost their towers.

Now, you could change the raise animation to transform 10-20% of raised dead into various abominations. That's a possibility.

Thanks! I definitely misunderstood what that meant then, I must have assumed it was a start/finish time like most other counters. Makes much more sense! I'd better check my other summons...
That's an excellent idea, I might use that. For now I've reverted to what you do with the zombie raise and skeleton summon. Might add in a zombie amalgamation as the low chance thing, I'll still have the issue with the dropped gear but it should be minimal

Edit: realised the follow up question should go in the interaction thread, will repost it there

33
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 17, 2022, 04:40:32 pm »
I bet the game didn't process that they'd been transformed until they arrived, so they came wearing equipment, transformed as they arrived, which caused them to drop all the equipment, and there's nothing queueing them up to grab their equipment again.

Alternatively, you could give the skeleton creature weapon and armor body parts and drop the equips tag. They might still bring equipment anyway and just dump it on the map edge, your dwarves won't be able to recover it until they're defeated, effectively. Otherwosw there's nothing you can do besides drop the transformation.

My necromancers summon skeletons instead, but raise corpses as they are.

Thanks, that's probably what's happened. I've worked out the armor issue too, they must have been from  one of my modded entities
It's unfortunate, I really wanted skeletons for flavour but if they aren't a challenge I'll probably have to change them
I had a look at your necromancy secret and I see what you mean. Just a couple of quick questions - why is the summoning so delayed ([IE_TIME_RANGE:6000:8000]) and did they turn up in world gen at all? Or with necromancer sieges?

34
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: September 17, 2022, 06:17:12 am »
I modded in a necromancy secret where they raise skeletons instead of zombies, which seems to work great!
The necros reanimate a body then have a transform interaction where the zombie turns into a skeleton creature I have made (a tweaked ZM5 skeleton).
However, when they sieged me all the skeletons immediately dropped all of their equipment as soon as they arrived on screen, including armour and weapons.
They also had no body armour for some reason.
Any idea why?

Skeleton raws:
Spoiler (click to show/hide)
Custom body part raws:
Spoiler (click to show/hide)

35
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 29, 2022, 12:27:55 am »
I'm having some trouble getting a civ to spawn.
The idea is that they're an evil magical race that live in the cold parts of the world
The creature is a tweaked elf, that is also OPPOSED_TO_LIFE
They are supposed to spawn here:
Spoiler (click to show/hide)
They also have a bunch of rare castes that are tied to leadership positions, but I have another not-evil civ with the same thing that seems to be spawning ok.
Any ideas?

36
If I add necromancer powers (copy the vanilla ones minus any generated ones) to a new creature, will they get used during world gen? Or do they have to be part of a learned secret/curse for this to happen?

37
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 27, 2022, 07:45:10 pm »
Just wondering if it's possible to reflavour or customise the reproduction process? Say for example, you modded in a race of robots - reproduction via live birth or eggs doesn't make sense. Is there a way to mod it so mummy robot and daddy robot construct baby robot rather than give birth to it?

38
DF Modding / Re: Armor token [COVERAGE] over 100?
« on: January 19, 2022, 04:21:45 am »
From the thread for Sver's combat mod (I think):

From here: http://www.bay12forums.com/smf/index.php?topic=146737.msg5976243#msg5976243

Coverage, for some reason not shared with the public, is factored in to armor thickness and can be larger than 100%. A 50% coverage armor is not only ignored by half the hits, but is also half as thick.

Armor thickness for creatures of the same size is Coverage*Layer size*(1.25*stepping tokens), with this mod I attempted to keep the armor thickness for the various bodyparts the same where it should be.

39
DF Suggestions / UI for civ screen, petitions
« on: December 16, 2021, 06:57:33 pm »
Just saw the video with the updated embark screen and it looks awesome!
I was wondering if it was possible to get a line added to the 'choose civ' part that tells you what race the civ is (or at least what it started as)? Lots of mods have multiple playable races and this would make it easier to choose. I guess I'd suggest this for any case where you are viewing civ information

My second suggestion is to add more information to the petition screen. At the moment it tells you the name and why they want to stay but that's it. It's annoying to then exit this screen, find the visitor in the units menu and view their information before then going back the the petition to accept/deny. Also probably a list of troupe members would be handy

Thanks for reading!

40
Mod Releases / Re: [47.04] Living Chesspieces
« on: March 05, 2021, 09:21:51 pm »
Super cool idea!
Just a heads up, theres no MELEE_FIGHTER skill, I think you mean MELEE_COMBAT. I think it might have been on the queen

41
Found a bug. I got ambushed by the Aarakocras and they summoned a bunch of air elementals, but they started fighting the Aarakocras, which i assume shouldn't happen. I eventually got a bunch of notifications saying "the stray air elemental has been missing for a week".. Pretty sure they were loyal to me.

42
in creature_tb_dnd_civ_regular
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HIELF_F]
should probably be changed to
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HILL_F]

I look forward to playing this mod some more Teneb, thank you!

Can confirm the error. Just boosting this to help out some. Only noticed when I tried to spawn a mountain dwarf in arena mode.


There's also a missing [SELECT_CASTE:ALL] above the [BODY:HUMANOID_NECK line.

I have no idea how this didn't throw an error in the error log, but apparently this would cause some serious issues.

I got everything working once I added the [SELECT_CASTE:ALL] in the same spot Splint noticed. No more world gen crashes! I kinda wish I saw it before I spent ages error hunting, but oh well.
I did all the other changes on this page as well

43
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 29, 2020, 10:37:32 pm »
chubby is a cast, fliers are castes with the FLIER token.

Does removing FLIER from the other two change the behavior? Do you have PATTERN_FLIER or similar behavior hints that might cause this?

I'll try that! I haven't used pattern flier - the wiki says it doesn't do anything any more. Not sure if its the issue though, most of the rarer castes in the same mod seem to be over represented.

44
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 29, 2020, 08:11:39 pm »
Having a little trouble with creature spawns in my borderlands mod - they don't seem to be respecting pop_ratios. For example, larval varkids have a POP_RATIO of 15000, adults are 3000 and chubby are 25 but the groups spawn in mixed groups of adults and chubby, with no larval or badass. Adults and chubby are fliers, could that be why?

45
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: June 02, 2020, 12:20:06 am »
Hey, this should be obvious, but do the EXAMPLE files in raw actually do anything, I really wanna make vampires bite-contagious and add a few more curses, but I have no idea what the real interaction files are. (On a side note, anyone know any good .dat and .sav editors?)
No they don't do anything. They're just examples of generated stuff.
If you turn off save compression on your save you can open those files with notepad, not sure of how you can edit them though

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