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Messages - Sarvesh Mossbeard

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181
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 10:03:51 am »
I'll need the b_detail_plans for the beholder - its missing its thickness.
I'll probably make it a semi-megabeast. It deserves no less.

182
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 09:40:37 am »
New creature: Tentacle Beast. Basically a slow-moving mass of tentacles. Each tentacle... has a maw. And one central eye. It'll be awesome. Tired now, going to sleep. Will test mods tonight.

183
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 09:23:35 am »
Well I'll test it then. And modify as needed. I missed the immune tag - sorry! :v

I thought Lost Adventurers were just driven mad by wandering the underworld for so long. Psychotic adventurers. In the Underworld. Lets give it an entity file so it can use weapons.

Isn't Population the min/max per year and cluster how many will spawn at once?

184
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 08:49:02 am »
Just finished the Demonic GCS. I'm still partial to the given name.
This Megabeast has its chitin modded to hard as steel, poisonous bite, dragon firebreath and of course GCS-Web Breath. This combination makes it really, really deadly. You can't block when you're webbed, and then you melt. Plus it creates a smokescreen with that combo.

Of course there's still balance issues. But I should have them fixed shortly.

Cave Turtoise, Ghouls, Gelatinous Cubes, Umber Hulks and Ratmens makes the cut.
Dark Elves, Dark Dwarves, and Goblins will have to duke it out in arena.  :D

Beholders will have be voted on. The Population and Cluster Number is WAY too high (100-200 a year... yikes) for what should be a rare beast, with power to match a small megabeast. Also you should consider giving it immunity to its own poison gas.
And I'm not sure the Illithid would fit - there's no magical or psionic powers in DF.

Edit: I love the ideas of lost adventurers. I bet we could set their mood to miserable, and have them trantrum when we meet them. (But can we remove that syndrome? Madness isn't infectious D:)

185
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 03:40:42 am »
In the raws I'll use the mountain gnomes colors, minus the pink/peach colors. So usually it'll be around tanned/brown, and I guess I'll add grey as a possible skin color.

186
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 02:02:50 am »
We'll compare with my deep gnomes. I bet they'll end the same. Honestly, I'd rather have gnomes be the neutral race.

A couple ideas for the project
1) World Generation - Hidden Entrances. The only way to reach the underworld is either to build a fortress, or enter a cave. To help adventurers enter the underworld, we should have the world generate small (3x3 to 5x5) stairways that leads into the first layer.
2) World Generation - Goblins & Modified Evil Fortress. Goblins fortresses should be allowed entrances to the underworld. Make them adapt to it, allow them to wander near the fortress entrance. This will improve variety and difficulty of the Underworld. Heck, Goblins  could be the potential evil race of the underworld too.
3) Cave Trolls & Cie
There's a goldmine of modding into trolls. We could build many species, like Cave Trolls, Moss Trolls, Ice Trolls, and such.
-Cave Trolls : Rock-hard skin
-Moss Trolls : Skin covered in moss.
-Ice Trolls : In Freezing Biomes.

And also
Underdark Tileset

187
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 01:42:10 am »
Well - we got fireballs, firebreath, webs and poisonous breath now. What else you need?

188
DF Modding / Re: Underground civ.
« on: May 22, 2010, 01:34:25 am »
I'm gonna mod deep gnomes to build an underground civilation. I'll return to you after testing it.

My current guess - they'll probably come from overworld, but they should really come the caverns.

189
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 01:32:51 am »
Please remember that DF's world, while fantastic, is not magical. A floating creature that shoots confuse and desintegrate beams from its eyes wouldn't just fit right.

Think of the project as an expansion.

190
DF Modding / Re: [Underdark] Community Compilation
« on: May 22, 2010, 01:23:58 am »
My contributions to the project will be
Wyrms: A draconic predator with flight and dragonbreath. Travels in pack.
Deep Sun Berries: A comestible berries growing on good-aligned caverns. May provide a light source.
Fel GCS: A stronger variant of the GCS.
Deep Gnomes: Default creatures modified to build a civilisation in the underworld.

My ideas:
I don't know if this is possible via raws, but here goes.

I want man-build features built underground, similar to the demonic fortress.
I want to see caverns half-filled in magma, often with a natural rock bridge to pass by.
Dark Fortress should have a natural link to the underworld. We should have small goblins communities in them too.
And a world generation optimised for the best underworld experience. We're talking about 5 layers here.

191
DF Modding / [Underdark] Community Compilation
« on: May 22, 2010, 01:13:50 am »
I just had this brilliant idea. No, I'm not kidding, I'm being a humble dwarf. What if we expanded on the underworld? What if we created an entirely new experience? What if we all gave it a little something, packed it tightly, and made one giant compilation? Thats right - a community-made compilation.

The theme of this compilation is the Underworld, and the caverns that compose it. Everything should relate to it one way or another, be it fauna, flore, ore, buildings or civilizations. We're looking for creepy creatures, cave dwellers,

If you're looking to contribute, post here or send me a PM with the mod's name, description, and raws. It will be added to compilation after review, and you will be credited. Feel free, however, to toss random ideas in the thread. Remember to post the body, tissue and material templates needed too

Welcome to the Underdark

http://dffd.wimbli.com/file.php?id=2437
(Current version: 1.0.7)

Contributions
Creatures
Sarvesh Mossbead - Wyrms/Cave Wyrms, Quetzoqualts
Deon - Ratman, Lost Adventurers, Ghouls, Cave Turtles, Illithid, Beholder
Greiger - Behemoth
Grimlocke - Armor Man
Sagus - Magma Crocodiles
Robocorn - Aboleth
Alkyon - Dwarven Pigs

Vegetation
Sarvesh Mossbeard - Deep Sun Berries, Mithril (Good)
Alkyon & GRead - Blood Boil, golden cap, glow berries, root stone, cane crystal, rock reed, shard torn, purple stack, deep vine, etc.
Antymatter - various plants

Megabeasts
Sarvesh Mossbeard - Demonic Giant Cave Spiders, Tarrasque

Civilization
Deep Gnomes (Neutral) - Sarvesh Mossbeard
Dark Dwarves (Evil) - Deon
Dark Elves (Evil) - Sarvesh Mossbeard

Materials
Mithril - Sarvesh Mossbeard, Alkyon

UI Improvements
TomiTapio - Pause/Relocate on pet/citizen death.

192
14th Granite. Early Spring.
Spoiler (click to show/hide)

((Honestly I feel I've betrayed the spirit of the fortress by restarting so I could keep my guy. I don't know about you guys, but I think I should just close it and have it a normal, not community fortress.))

193
Spoiler (click to show/hide)

((I made a few change to starting setup. The Mason/Carpenter is gone, replaced by Ragnar. Sarvesh will handle the Mason/Carpentry workshop until immigrants arrive. The Cook/Brewer is now a Farmer/Milker.))
((And please give the dwarves a decent last name D:))

Spoiler (click to show/hide)

194
So I underestimated the underground. Most of the stuff here either flies or open doors.

And he used a copper battle axe instead of his iron pick. what the heck?

And btw - 3 dwarves died setting up bridges and wall over the ocean. so...

Spoiler (click to show/hide)

((Fresh start. Pick a dwarf - same starting setup. Naming convention: Dwarven/Norwegian/Indian/etc.))
((Speed:0 for the first year so we can catch up and get the dam ready.))

Spoiler (click to show/hide)


195
And that... just makes me miss the old 40d military screen.

Simply activate, a legendary miner could slaughter any wildlife with ease.
Hunters would double as marksdwarf. And training in civilian skills made them stronger.
So much to catch up to. I miss my *adamantine pick*

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