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Messages - Haspen

Pages: 1 ... 2252 2253 [2254]
33796
DF Modding / Re: Avernum Fortress
« on: September 07, 2009, 04:11:48 am »
Quote from: Rowanas
You're missing a load of critters, like those bastards preying mantis clones that are everywhere and the crawler species. the worms should also go in :D

Ahh, Chitrachs and their larvas. Must be. *adds to list*

Quote from: Rowanas
Golems? Crystals? I recently played Avernum 4 so it's still fresh :D

Golems, ok. Av 4? Heresy!

Quote from: Rowanas
Spiderweb software are the only people more awesome than Toady (armok be with him) himself.

Double heresy! ;P

33797
DF Modding / Re: Avernum Fortress
« on: September 06, 2009, 11:23:26 am »
Arrgh, sorry for double-post. I tried everything, but even with Imperials having [ABUSE_BODIES], different ethics and religion they won't go on war with Avernites. They're more like "Good mornin', dear neighbour! Care for a cup of tea?" and happily slaughter the dragons. (note: more damblock)

33798
DF Modding / Re: Avernum Fortress
« on: September 06, 2009, 10:23:14 am »
I didn't play Avernum a lot but I loved the older Exile series. It's a really great setting for DF mod: you start as a group of exiles carving out a new settlement in the inhospitable underground.

One suggestion: It would be great if you could implement the emancipation of Nephilim and Slithzerkai. In the Exile/Avernum series, they become civilized and playable races in later sequels. It would be really cool if you could initiate the civilizing process by converting capture Nephilim and Slithzerkai, making peace with them and finally get their immigrants as a reward. Don't know if it is possible in DF engine, though.

Toady knows :P

Sliths and kitties will be civilized and neutral at start, but different ethics can easily start wars between them and Avernites.

Actually, wars with sliths will be more common - especially if they will worship a demon than pantheon (must test that ;))

Oh, and Imperials will only siege you.
For flavor, there's plenty of PUNISH_EXILE in their ethics ;D

EDIT: Awww, it's really bad there's no [RACIAL_HATRED] tag :D

33799
DF Modding / Re: Avernum Fortress
« on: September 06, 2009, 08:57:42 am »
Jumping on the I love Exile bandwagon, this is a great idea.

edit:

add slimes

They will be there (on the list :P), after the main races and entity stuff will be done.

33800
DF Modding / Re: Avernum Fortress
« on: September 06, 2009, 06:04:30 am »
O hai. Modding isn't that hard. Sleeping after going to bed at 5am is.

Plants are almost done. Just one question - when something is available only via herbalism? Without [SEED] or [GROWDUR] tag? Or both?
Look at the entries for the plants that do that normally- valley herbs, kobold bulbs, muck roots, bloated tubers.

Oh, hey, Exile, I remember that..

As for sleeping at that hour,  blackout curtains and soundproofing(or, at least, considerate roomies/neighbors) solve most problems.

D'oh.
Problem(s) solved.

33801
DF Modding / Re: Avernum Fortress
« on: September 06, 2009, 05:45:13 am »
O hai. Modding isn't that hard. Sleeping after going to bed at 5am is.

Plants are almost done. Just one question - when something is available only via herbalism? Without [SEED] or [GROWDUR] tag? Or both?

Giant lizards (they pull caravan wagons, also trainable, and eaten raw... jkin :P) also done. After that, I will mess with sliths, kitties and their entities. Also, Empire will be a war-liking human tribes, and Avernites will be more... uh, expansionist? :P There should be many wars between them.
Vahnatai are, for now, fanciful (for engravings).

33802
DF Modding / Avernum Fortress v1.1T!
« on: September 05, 2009, 03:06:59 pm »
Yesss, me making a mod that will turn DF into Avernum. Those who haven't played these awesome series: http://en.wikipedia.org/wiki/Avernum_series

So, no stout ale-drinking dwarves (don't kill me, plz!), but also no sissy elves. Only pale Humans, lizardish Slithzerikai with taste for sapient meat and human-hunting cat-like Nephilim.
Giant Lizards instead of dogs/mules, our beloved sickly-yellow cows. Mushrooms, lots of them....

And steel-clawed Haakai.

Creatures:
Spoiler (click to show/hide)

Plants:
Spoiler (click to show/hide)

Stones/Metals/Gems:
Spoiler (click to show/hide)

Entities:
Spoiler (click to show/hide)

Yes, I'm just starting :P The best thing of that project is:
I'm almost green at modding :D But that won't be an obstacle.

I have succeed!

Any noticed bugs or weirdness reported will be appreciated.

Click here for Avernum Fortress 1.1
Some awesomeness there. In the words of some imaginary priest: "It is simple: experience Avernum".

Best genned medium/large worlds, smaller can lack one/few/several types of creatures.

Notes a.k.a things that You might want to change:
-Color scheme: the one included in game is this one.

Changelog:
Spoiler (click to show/hide)

Credits:
-krige: much help with ethics, testing and some other stuff.
-Zargen: for continous support and ideas and stuff ;)
Minor:
-CobaltKobold: for solving that herbalism thingie stuff, yeah :P
-Rowanas: pointing out 'index file problem'.
-Others who helped with bugfixing/gave ideas for more avernum stuff!

33803
Well, that fort is quite amusing. At least it didn't died to dehydration like my tundra one do.

I would like to joi-
Quote from: Taco Dan
It's vanilla DF except for mayday's tileset

Aww, damn. Good luck on the fortress though =D

33804
If you sign up now, it will still take a while to get to you.  Although Keldor isn't on the list, so maybe not as long as in the past.

I always hope that monstrosity called "Real Life" claim some people when it's their turn. Like not so long ago in Halltraded :P

EDIT: Re-considered. Count me in. 40d, am I right?

33805
Halltraded is.. is something like Boatmurdered+.

I sooo would like to join, but I've seen some water towers, flooding and other mystery contraptions, so maybe some other time :P

Keep it up!

...burning suicide caravan *giggle*

33806
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: August 12, 2009, 10:11:51 am »
Does talking about harvesting the organs of babies that were born by mothers that we chained up to breed make us horrible people? Even if this is just a game, it is still kind of disturbing.

We're humans dwarves, it's normal that we butcher things just because we're curious.

33807
DF Dwarf Mode Discussion / Re: How did you find out about DF?
« on: August 12, 2009, 10:02:36 am »
Well, I play dwarf wherever it is possible :P

Some other 'dwarf' mentioned about DF, I checked, stumbled upon Boatmurdered, and started playing.

I must thank him personally some day xD

33808
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: August 12, 2009, 09:52:59 am »
Dear god, that... 'project' is both wrong and awesome at the same time.

I think of using only two water rooms, one with cage traps chains (mermaids are chainable, when captured, arent they?), water filled 4/7.
Second water room would be 1 z-level lower, linked with first through floor hatch. Also, two pumps there, one pumping water in, second pumping out (to airdrown the mermaid babies)

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