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Messages - KaelGotDwarves

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4396
DF Modding / Re: WAR, what is it good for?
« on: August 14, 2008, 12:37:37 am »
If you check out my new mod it has many ideas and if genned too long civs will utterly eliminate each other, hence the world gen ideas at the bottom.
http://www.bay12games.com/forum/index.php?topic=22934.0
Also, search for the ETHICS thread I started as I did extensive research on world gen wars and how to induce them.

Check out the spheres list on the wiki. Having civs worship directly opposite spheres = war. In my mod demon/fire worshipping hellspawn and orcs endlessly declare war on the SEA HUMANS for river/ocean worship.

Civs have to live close to each other. This was covered before, same/close biomes and enough of them. Go to entity_default and mod biome civ tags.

Removing the [intelligent] tag in creature_standard raw and having [can_civ][can_learn] instead means the civ will go to war with everyone for inability to communicate. Hellspawn in my mod declare war on everyone.

Opposite ethics as mentioned in entity default.

If they live in different CITY types, they will create ruins, however, if everyone lives in CITY instead of DARKFORTRESS and TREE_CITY, the attackers will occupy towns sometimes and continue to expand, eliminating the defenders in other towns until that civ is gone.

4397
DF Modding / Re: the End of Days - apocalypse mod - 39f
« on: August 13, 2008, 08:56:23 pm »
This spot saved for more info - world gen stuffs and such.

Best genned under:
Large worlds
300-200 year gen cap for megabeasts
-1 population cap
-1 megabeast check
10000 start megabeast check
0 Do not Cull historical figures
If Large world, have 300 mountain caves and 300 non mountain
If Medium world, have 75 mountain and nonmountain caves

More to come

4398
Some shots with and without my graphics set.
Spoiler (click to show/hide)

http://www.megaupload.com/?d=AZWMK29I normal DF
http://www.megaupload.com/?d=BMUHNAIH Mike Mayday graphics set
***For Dwarf Fortress v0.28.181.39f***
***End of Days***

From the readme:

This is the first release of a total conversion/rebalancing mod for DF.

Many things will be changed over the course of development and as DF develops.
If you give your input, I will be able to improve this mod!

To be done:
Rebalancing/New creatures & megabeasts
Rebalancing/New/civ specific weapons/armor
Civ balancing/ETHICS and fleshing out of spheres for wars

**CURRENT STATE**

The apocalpse is coming. Afflicted creatures walk the land and hellspawn are
appearing from the void killing all in their path. The Angels of legend have
appeared to cleanse the land, but in their path also lie humans, elves, dwarves,
kobolds, and orcs - still squabbling as they have for ages.

-CIVS-

PLAINS HUMANS: Numerous and versatile, these heavily armored dragoon
warriors on horses and masters of lances and javelins began repopulating the land
until evil appeared on their doorsteps. Now they launch a desperate defense
of their homeland.
They are medium sized and receive no major boosts.
Dragoon lance fighters
Javelins and throwing javelins take the place of crossbows.
Steel wearing.

SEA HUMANS: Merchants and pirates- sea, river, lake dwellers and worshippers.
Fun loving and romantics, they have rudimentary muskets called cannonades
which are powerful weapons but extremely heavy and weak melee.
Medium sized as their PLAINS brothers
Lightly armored in iron
Masters of rapiers and scimitars
Cannonades replace crossbows - deal ranged budgeon knockback damage
Engineers of Giant Cannonade Turtle siege weapons (What could possibly go wrong?)

ELVES: Defenders of the land, forests, trees, and animals.
Less numerous than basic DF
Take longer to age
No longer zerg eat everyone
Better natural damage absorbing ability (cover lack of decent armor)
All bow wielding with large elemental COLD damage
Don't piss them off unless you want to be turned into an icicle pincushion

DWARVES: Everyone's favourite race.
Slightly larger + more damage absorbing
Still smaller than humans and elves
Normal weapons for now

ORCS: These large mutants hate everyone, especially those ocean & river sphere
worshipping softies.
Replace goblins
Much larger and harder to kill than their gobbo counterparts (more than twice)
No longer babysnatchers
Forgo bows and crossbows for melee weapons
REALLY hate SEA HUMANS and ELVES

KOBOLDS: Weak, lizardy thieves.
Unsure to change/delete race in the future
Slightly stronger than original DF

ANGELS: HERESY! KILL THE HERETICS!
Don't fuck with angels
Ridiculously fast (armed with a sword can cut a human into 7 pieces before they fall dead)
Incredibly tough
Irresistable weaponry
Low numbers, long childhood
Webbers
Custom language and armors
Will crush infidels of the true Gods

HELLSPAWN: The spawn appeared from the deep along with the affliction.
All they exist for is to consume, and will not stop until all are consumed.
Will zerg everyone
Impossible to communicate with
Larger than orcs - build adventurer skills on orcs/afflicted before tackling them
firebreathing

-WEAPONRY-
Angels wield physical manifestations of their faith, which are weapons and shield them.
Hellspawn and goblins have a variety of melee. Hellspawn will likely have BURN
damage weapons such as flaming scythes in the future.
Crossbows and bows have slight NERF to counter their crazy effectiveness.
Elven, Angel, and javelin/cannonade ranged weapons unaffected by nerf
Humans received new weapons - more to come.
TRAPS NERFED somewhat. Weapon traps still do same damage.

-MEGABEASTS-
Now extremely MEGA. Don't tackle them without a team or an angel on your side.
(But don't be surprised if the angel steals your glory)
ADDED:
Avatar of Light - A larger, meaner, more badass Spirit of Fire
Avatar of Dark - Like Avatar of Light, only more mean
Giant Cannonade Turtle - A giant turtle, with a mounted cannon (ala Guild Wars)
Many more SEMIMEGABEASTS

-CREATURES-
Competely rebalanced
DF creatures that usually die off during worldgen modded to survive
Afflicted versions of many creatures + too many to list

-ITEMS-
Slight rebalance of growing plants. More to come.
More types of clothing and trade goods to come.

-BODY-
New body parts and mods

-NEW SPEECH TEXT-
Religious greetings and goodbyes got a major overhaul, along with many others
More to change

Reachable for comments & suggestions @ Bay12Games forums.
KaelGotDwarves

Thanks to:
Teldin: Most of the latin translations for Angels
Sean + other modders/wiki writers
Mike Mayday & other tileset/graphics pack editors
Bartavelle, Rick, 0x517A5D, and other DF util programmers
Legendary (fail) warriors of Boatmurdered, I salute you!
Threetoe & Toady for the wonderful game.

4399
Quote
startbiome:OCEAN

Did you expect them to build a boardwalk or something?

Uhh, if you've ever been to an [OCEAN] tagged civ you'd realize Toady has checks to have their buildings on the coast, not in the sea. So yes, after he gets around to it I'd expect human towns not to randomly drop into the ocean. I'm just letting him know.

4400
DF General Discussion / Re: Going to the gym pays off
« on: August 12, 2008, 04:52:20 pm »
Maxing out wrestling and then changing them into another weapon skill only makes them STRONGER.

4401
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: August 12, 2008, 04:26:28 pm »
Added this to my humans, along with some body modifications:
Spoiler (click to show/hide)

I am definitely enjoying those martial arts ideas, though the damage could probably use a bit of tweaking otherwise unarmed humans will be running around smacking everything to death. Fingerjabs piercing hearts anyone? ;)

4402
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: August 12, 2008, 04:13:56 pm »
Spoiler (click to show/hide)
Spoiler (click to show/hide)

4403
DF Modding / Re: Random Mods you've done (possible spoilers)
« on: August 12, 2008, 04:04:39 pm »
Kagus: I think I've made one worse than both of those and eventually when I grow the balls I'll release it ;)

4404
DF Adventure Mode Discussion / Re: Me vs 53 Fish in a river.
« on: August 12, 2008, 03:35:18 pm »
Fish drown when not in the water - because of their aquatic tags in DF, and in real life because of gills.
;)

4405
DF Modding / Re: .: Fallout mod :. (post-apocalyptic DF) [beta 0.97]
« on: August 12, 2008, 03:33:15 pm »
For the record, the ability to create bone and wooden ammo are hardcoded for ammo. So the best course of action is to remove the bowyer job as mentioned.

4406
DF Gameplay Questions / Re: The horrifying place of peace
« on: August 12, 2008, 03:21:45 pm »
Go for terrifying river/ocean or bust.

But don't come crying to us when you get accosted by zombie/skeletal whales and carp and sharks.

4407
As an adventurer I visited a human settlement on the coast with startbiome:OCEAN and received "a section of the cavern has collapsed!" message followed by a number of death messages.

I didn't think much of it until two towns later I spawned in a tavern and instantly died, followed by another cavern collapsing message and this time about half the town had fallen into the sea and died.

Pressing space showed an overview of the sea which the tavern had collapsed too with mist and dust flying everywhere.

4408
Other Games / Re: Recommend me a game.
« on: August 11, 2008, 06:39:14 pm »
Operation Flashpoint? Arguably the best/DEEP and most modded FPS out there?

IL:2 Sturmovik (sp?) flight simulator... much of the same qualities as above.

Red Orchestra: Ostfront

BF2: Project Reality mod.

Various indie games... I can't think right now.

4409
I am just a bit confused about what you mean with "no longer shackled to ASCII". As far as I can tell, graphic tilesets have a long history in DF, so I do not see where the "no longer" part is coming from.

In the general gaming community, a LOT of people on forums and that I've talked to REFUSED to play DF because of ASCII, but quickly became addicts or interested when linked to Mike Mayday's easy graphics set.

That set alone has been responsible for bringing in dozens, if not hundreds new players as far as I've seen.

4410
DF Modding / Re: Living gods.
« on: August 09, 2008, 01:17:11 am »
hell, I have size 100, damblock 50 megabeast creatures still being killed off during world gen in my mod.

Of course, they have the unfortunate (or fortunate for the regular denizens like humans, elves, and dwarves) chance of running into Angels, who rape them with 90% with godly weapons/armor.

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