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Topics - Abregado

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16
DF Modding / [Ideas] Other secrets of immortality
« on: February 25, 2012, 07:34:59 pm »
Just did some brainstorming on other ways you could use immortality. These come from a mix of inspirational games/movies, and my own dark thoughts. [EVIL] should be so, and such I try to think of all the things that we consider Socially and Morally abhorrent. Of course, these ideas are made "safe for womens" before posting here. Those that wish to can follow the ideas to their obvious dark conclusions by themselves.

I'm working on the 40k Necromunda mod so wont have time to actually mod any of these ideas. Feel free to use them for your own mods.

Immortalized in Stone. The necromancer becomes made of a very strong stone. He seeks out creatures, alive and dead to remake into stone warriors. Themes include Aztec magic, raw earth elemental, technomagical mechanisms of stone, power crystals.

Energy transmogrification. The necromancer becomes as pure energy but still craves contact with the phyisical realm. He possesses creatures and corpses directly, turning them into husks and filling them with his essence.

Blood tide. The necromancer unleashes a pox upon the world. His invasions include vermin which spread a long lasting and contagious virus that weakens all creatures it infects. Protecting your fort from infection through quarantine is a possibility since the pox moves so slowly. Other attackers have the ability to control infected dwarves, or detonate them spontaneously in a cloud of miasma.

Clad in technology. The necromancer becomes obsessed with modifying the body for advanced purposes. Aethetics for all purposes are created and grafted onto cultists to create abominations of technology and flesh. Some of these are for mundane tasks, others for war. The Necromancer himself becomes clad in a thick armor plate with built in weapons.

Melding of the Flesh. This secret sees the necromancer shaping the very flesh itself as putty. Constructs are made from living specimen, not corpses, perhaps even with great beauty. That said his armies are powerful but non-contageous. The necromancer can modify his own appearance at will, becoming huge or tiny.

Control the feeble mind. This type of necromancer rules through controlling the thoughts of living creatures. His slave armies do his bidding without concern for their own safety. He enjoys a large harem in his tower, free labour in his workshops and a large standing army. Lower class, weak or injured slaves are made into food for the more useful castes. Those who stand before him are either slain and eaten, or survive to be enslaved themselves.

The Surgeon. Frankensteins creator. The Graverobber. This variety of necromancer digs up or steals parts to create huge abominations through surgical and technomagical means. He is a frail, clever necromancer who never fights directly.

The death mother/geneticist. A necromancer who fills his tower with great pulsating wombs which frequently birth litters of loyal creatures. The weak are killed while the strong are force-bred with each other to produce enhanced seed for the wombs. The necromancer is the master of evolution, building greater and greater creatures with every generation. Waiting is not an option against this evil.

Celestial dreams of perfection. Immortality through ritual and prayer. This necromancer dreams of a utopian world of immortality where nobody is hungry or want for anything. His means however are far darker. Somebody has to do the dirty work in his utopian society and it certainly wont be him or his closest cultists. His warriors are straight, glorious and deadly. His empire is enlightened and intellecualism is promoted, giving all in it access to high technology methods. All that is except the lower castes...

The Tyrants gift. Ruling through brute force, the tyrant is himself immortal and has the ability to resurrect his minions once they die. This bestowed immortality is only fleeting tho, and once you have succumbed you must remain loyal else your body start to decay. The will to survive in humans is a strong one, and many have chosen a life of blackmail over death. His workforce is whipped until they are on the edge of death, then offered this Dark Choice.

Entombed in the earth. This necromancer extends his life through entering statis or torpor underground, only rising to give a command or lead an important battle. His enhanced minions can dig swiftly and have enhanced night vision. When outnumbered they will retreat into the earth (retract into shell) and wait for reinforcements to arrive.

Back to rule, againThe necromancer himself is possessed by the spirit of an ancient necromancer. He brings forth spirits of great skill to re-inhabit the bodies of his cultists, improving their prowess many times over. Weaker spirits may be tempted to inhabit trolls, ogres or even the lowly badger, as they are all desperate to feel the touch of the material plane once again.

17
DF General Discussion / Thematic Help Wanted: Warhammer 40k
« on: February 24, 2012, 12:44:47 am »
So we are almost done with the next release of Necromunda 40k mod. Loads of bugfixes, gameplay streamlining, new creatures and other cool stuff.

We want to give all the workshops proper names and graphics. I thought I'd open it up to the public.

The custom workshops we want to rename are: (Current Name, types of jobs done here)
Distillium - Advanced Brewery
Cultivatorium - Advanced Farmers workshop. Seed/fertilizer jobs
Gunforge/Ammo mint - Weapons workshop. Weapon/Metal only reactions like a Machineshop
Armorsmithshop - Where advanced armor (Mesh,Flak,Carapace is made)
Medical Workshop - Where mundane items are made for hospitals and cleanliness
Surgery/Implant Table - where implants and bionics are added/removed
Adv Smelter - Where the Ceramite/Armaplas/Adamantium is forged

Also some items might be rethemed if we can find good names so far its:
Wheelbarrows
bottles - used to store freshwater and booze
bottles - used to store radioactive/dangerous liquids

Creatures havent been a problem so far but if you have any original names you think would fit in with 40k/Necromunda universe and want to share, do so. Dont mention anything thats ever been in a 40k or Necromunda book as was have that list already.

18
DF Modding / Help Wanted: Warhammer 40k Workshop names
« on: February 23, 2012, 09:59:47 pm »
So we are almost done with the next release of Necromunda 40k mod. Loads of bugfixes, gameplay streamlining, new creatures and other cool stuff.

We want to give all the workshops proper names and graphics. I thought I'd open it up to the public.

The custom workshops we want to rename are: (Current Name, types of jobs done here)
Distillium - Advanced Brewery
Cultivatorium - Advanced Farmers workshop. Seed/fertilizer jobs
Gunforge/Ammo mint - Weapons workshop. Weapon/Metal only reactions like a Machineshop
Armorsmithshop - Where advanced armor (Mesh,Flak,Carapace is made)
Medical Workshop - Where mundane items are made for hospitals and cleanliness
Surgery/Implant Table - where implants and bionics are added/removed
Adv Smelter - Where the Ceramite/Armaplas/Adamantium is forged

Also some items might be rethemed if we can find good names so far its:
Wheelbarrows
bottles - used to store freshwater and booze
bottles - used to store radioactive/dangerous liquids

Creatures havent been a problem so far but if you have any original names you think would fit in with 40k/Necromunda universe and want to share, do so. Dont mention anything thats ever been in a 40k or Necromunda book as was have that list already.


19
DF Modding / [DF 34.07] Warhammer 40k Underhive Settlement Mod - v1.3.2
« on: February 06, 2012, 09:40:05 am »
NECROMUNDA UNDERHIVE SETTLEMENT for Dwarf Fortress 0.34.07

Spoiler (click to show/hide)
If you dont know what necromunda is all about click here

Changes in 1.3.2
Spoiler (click to show/hide)

Changes in 1.3.1
Spoiler (click to show/hide)



New Stuff in 1.3.1
Spoiler (click to show/hide)

Changes in 1.2.2
Spoiler (click to show/hide)

Changes in 1.2.1
Spoiler (click to show/hide)

Changes in 1.1.7
Spoiler (click to show/hide)

Changes in 1.1.5
Spoiler (click to show/hide)

Changes in 1.1
Spoiler (click to show/hide)

Things we removed from Vanilla DF
Spoiler (click to show/hide)

*!* A short video on setting up the Water Still *!*
http://www.youtube.com/watch?v=wR6Dom7ZWqE&feature=youtu.be





In Underhive Settlement you take the role of Imperial Citiziens living in the Underhive on the planet Necromunda.  You have scraped together a few families and enough resources to acquire a grox wagon and Isotropic Fuel rod, and have set out into the ash wastes to seek your fortunes as a free settlement.  Many things will threaten your existence in the hostile world that is the Underhive.

Underhive Settlement is a Dwarf Fortress total conversion, based on the Games Workshop tabletop wargame Necromunda, set in the Warhammer 40,000 setting.  This is our first release and is a very feature basic version of what we intend to grow into a comprehensive game, featuring an expanded economy and full Underhive weaponry and armour.  The game currently features a functional economy and a few new weapons and creatures to encounter.

New workshops
Spoiler (click to show/hide)


Other workshops that are now important!
Spoiler (click to show/hide)

New Materials
Spoiler (click to show/hide)

Rare Weapons and Armor:
Spoiler (click to show/hide)

New items:
Spoiler (click to show/hide)

New civilisations:
Spoiler (click to show/hide)

New Creatures
Spoiler (click to show/hide)

New Plants
Spoiler (click to show/hide)


CRITICAL NOTES FOR SURVIVAL!!
Spoiler (click to show/hide)

DOWNLOAD 1.3.2

Comments and Thanks
Spoiler (click to show/hide)

20
DF Modding / Utility Request: Supply Demand Tracking
« on: February 03, 2012, 08:14:42 pm »
A few of my mates had this idea, and while they all seem to think its possible, none are willing to give it a crack.

The idea is simple. A DFHack command, or other executable file that reads the current fortress. It finds all the pref strings that your dwarves currently like and collates them into an array.

This list is returned to you showing how many dwarves like each item, and also checks your stockpiles showing which items you have in stock, highlighting green/red to show which ones need attention.

This would make it easy to see what materials, pets and other things you need to import/produce to keep all dwarves happy. Because it shows the "weight" of each demand it should be useful with both 7 and 200 dwarves in your fort.

So questions would be:
Can each dwarves likes be accessed similar to its other attributes and labours as in Dwarf Therapist?
Does this sound as useful to you as it does to me?
Can you think of any other snags in developing this?
Can you think of any bloaty features that would also be good?

Other features i can think of:
Prefs from dwarves with noble/military roles are given more weight, or moved to the top of the list
More labours means more weight to demands (Peasants/Haulers are not very important to keep happy)


21
DF Modding / Notepad++ Language File
« on: February 03, 2012, 08:00:04 pm »
Followed the links in the modding utilities to get th Notepad++ language set up for DF RAWS.

There are a lot of tokens missing, has anyone got an updated version of this?

22
DF Modding / Underhive Domestic creature brainstorming
« on: January 20, 2012, 04:05:40 am »
Working through a list of creatures to mod in for an underhive mod. Cant think of any "domesticated" animals that the underhivers might farm. So far the list is decently sized with dangerous wild animals and nothing tamable.

Anybody know what people have for pets in the underhive or in any other 40k universe setting? Im not even sure what a 40k dog analogue is.


23
DF Community Games & Stories / Succession Blog - Up to 4 forts!
« on: June 08, 2011, 11:00:37 pm »
Just linking to the blog for some forts the local DF horde and I are setting up. Let me know what you think.

(All forts are started by myself and then handed around the group)

Mineshadows- An ore rich embark with Untamed Wilds, Haunted and Mirthful Biomes. So far have seen many different creatures. Also my first fort using the fantastic Dwarven Guidance Councillor

Wadedgalleys- A tragic tale of one lonely dwarf. A study of Burrows and Migrant Organ Resilience (or lack thereof). Terrifying Badlands Biome. One tiny place where 4 or so trees can grow at once. A recipe for "fun"

Distanceclasps- Evil Glacial fort. No surface water, and no water in the first cavern. Will these intrepid dwarves survive without farming. Loads of combat with the wildlife.

http://dfplaybook.blogspot.com/

24
DF Modding / Noble Labours
« on: June 07, 2011, 10:12:45 pm »
I remember in the days of 40d each noble had certain labours set, but you couldn't change them. Still a possibility?

Wanted to remove skill allowances from Dwarves relating to Metalwork then make a Forgemaster Noble that has these labours ON and unchangable.

25
DF Suggestions / [ONLY_CUSTOM] Tag for Civs
« on: June 07, 2011, 09:14:05 pm »
Would love to see this tag [ONLY_CUSTOM] available for Civs to restrict their reactions and workshops to the custom ones only. Would make life so much easier for a lot of the TC's out there.

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