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Messages - Meph

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436
How long will it take you to port the tileset over once villains update hits?
Since it requires dfhack and twbt, it's mostly up to the utility authors, no me.

I am however unavailable for modding till at least March/April. No access to my laptop or PC.

438
Alternate download link

Edit:dffd seems to be back online, so you can ignore this. ;)

439
dffd is down? damn.

I'm uploading on a mirror right now.

440
Mod Releases / Re: [44.12] Elf Fortress v1.0
« on: December 17, 2019, 11:27:29 am »
Elves will also get unhappy if their masterwork seeds get used (destroyed) in a reaction.

441
DF Modding / Re: Troll Fortress & Ogre Fortress
« on: December 15, 2019, 08:23:31 pm »
Low-tech Stone age for anything like trolls, ogres, animal men, I'd say. Maybe bronze age tech, if you go with classical cyclopes.

442
Yeah, Necromancer creations haven't been worked on by Mike or me yet, since we too have to wait till villains is out. ;)

My tileset can be updated for the new version and will be, while it's a bit trickier with the big MasterworkDF mod, purely based on its size. There are so many workshops, items, creatures, plants, etc that would need new, fitting 32x32 sprites, it will take a while. But it will still be playable with upscaled 16x16 sprites in the meantime.

Release date: Same day as Half-Life 3. :P

443
It is.

Just saying hi, we are still around, just biding our time. ;)

444
DF Modding / Re: DF Overhaul - Insects
« on: December 06, 2019, 03:39:11 am »
I had (almost) instakills bite vermin (facehuggers that put eggs in dwarves, turning them into timebombs spawning monsters in your fort later on), but giving players time to isolate the dwarves, restricting the vermin to depth 3:3, and giving an interaction through a workshop to stop the dwarf from dying.

Whenever you add an unfair new threat, you also need to offer a new solution the player can use.


445
DF Modding / Re: DF Overhaul - Insects
« on: November 28, 2019, 12:35:22 pm »
That makes sense. Guess you can include a custom worldgen setting that fits those parameters.

446
DF Modding / Re: DF Overhaul - Insects
« on: November 27, 2019, 08:54:52 pm »
You are missing good/evil creatures on that (admittedly impressive) list.

I also don't know if you have any domestic animals yet, but ants do this: https://www.sciencedaily.com/releases/2007/10/071009212548.htm (symbiotic relationship with aphids)

447
DF Modding / Re: Alien Biosphere Mod - Exploratory Thread
« on: November 27, 2019, 09:36:43 am »
If you want to go the Outer Worlds way of doing things, you could make your civs different corporations trying to colonize the planets ;)

448
DF Modding / Re: DF Overhaul - Insects
« on: November 26, 2019, 01:03:26 am »
Quote
Without dfhack, the "plants" would be animals that spawn on the edge of the map. They would either remain there or they would walk around.

You could make cavern trees for depth 2 and 3 (to avoid it showing up with invaders/traders) that evaporates when felled and poisons/dissolves the worker. Ant goes to cut down plant, picks a dangerous one, gets to breath in syndrome-ladden vapor, dies.

I think it might even work with growths, like a plant that emits poison (bursts of evaporating growths) once every now and then. Haven't tested that one yet.

449
DF Modding / Re: DF Overhaul - Insects
« on: November 25, 2019, 03:12:38 am »
The weta would do well for caves. :) As would giant cave centipedes, which look amazing in their own right.

Any carnivorous plants planned? Those are a danger to insects.

450
DF Modding / Re: DF Overhaul - Insects
« on: November 22, 2019, 01:35:56 pm »
True, with the bashfulness you can get around the clothing issue. Though I assume you'll still do armors?

Hunters are interesting too, they need crossbows... Or approximations of one.

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