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DF Suggestions / Re: Terrible Suggestions Thread
« on: February 13, 2020, 11:17:45 am »the Forum doesn’t like Wingdings. I would have made a post in Wingdings but it didn’t work☞︎◆︎♍︎🙵 ⍓︎□︎◆︎
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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the Forum doesn’t like Wingdings. I would have made a post in Wingdings but it didn’t work☞︎◆︎♍︎🙵 ⍓︎□︎◆︎
I like comic sans, why do you think it’s bad?COMIC SAAAAAAAAAAAAAAAAAAANS!
So, I've been making a Middle-earth mod, and with the new DF version I've been wondering what new things are possible with modding generated creatures. Here is my Middle-earth plan so far as generated creatures go:lol nice profile pic
(I already know how to rename creatures with DFHack, but I'll have to wait for the new DFHack to come out. How long do you expect that to take?)
- Rename Demons to Nameless Things
- Rename Unique Demons to Dark Lords, so they rule over Orc civs—Goblins are reworked to be Orcs
- Forgotten Beasts stay named Forgotten Beasts
- Titans are renamed to Great Beasts
- Now that leaves Angels, which is what I want to ask about. I was thinking of renaming them to Demons and making them wander underground like FBs with the FEATURE_BEAST tag. So they would be like Balrogs. Is this possible, and if so, are Angels more dangerous than Forgotten Beasts?
The scorpids are part of a mod called Age of Myth that I've been working on since 2019. It's not ready to be released yet though.I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.
Did you release that mod? I would be happy to see similar work in order to take some inspiration
On a side note... Should I add something like the Genestealer Cults from WH 40K?
Would be pretty hardcore if you received a Mantid Siege, survived the giant Mawlocs (I'll give them a more original name later) and the four-armed soldiers, and after that bloodbath some of your dwarves starts conspiring against your fort.
Zerg/Tyranid-like race mod!I actually have a hive race too, but they're called scorpids and they're much simpler, only having queens, workers, and 2 types of warriors. They also live underneath deserts.
They'll be called the Mantids, like the ones from World of Warcraft but with next to no relation.
Two castes: Worker Mantid and Warrior Mantid. The first can't learn military skills, and the last can't learn working skills. They're both male.
In order to obtain more citizens, you will need to order Drones (intelligent arachnids that can't learn skills) on embark, or buy them from your civ caravan. The drones will produce (summon) larvae, once per year and only two each time. These larvae can be turned into different monsters if you pasture them around a Pylon (an immobile creature) and wait for a year or two.Spoiler: Pylons (click to show/hide)
It was just a save-based problem actually. I started a new game and I can now play as them again.I can't start (in adventure mode) as a member of a modded civ I made. Their site type is caves, but I also made kobolds playable and it's completely possible to start as a kobold, so the caves thing can't be why. The civ is from 44.12 and was completely functional at that point.
Does the civ have the entity token [ALL_MAIN_POPS_CONTROLLABLE]? Additionally, is the biome that the civ spawns in present in the world?
The problem is the only way to locate a vampire is by asking about beasts about a million times.Trying to become a vampire and failing because of the stupid "not all temples can curse you anymore" thing.Find a vampire and get it to bleed, then drink its blood