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Messages - IndigoFenix

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241
Any places in the world containing books of secrets?  Raiding nearby settlements to turn our koopas into sorcerers could be fun.

242
DF Community Games & Stories / Re: Modded Hell II
« on: July 01, 2020, 08:36:48 am »
A spot that borders several biomes gives us the best chance to see the most content.
But yeah, I'd also avoid evil areas... I think there will be enough insanity to deal with without spontaneous zombification.

243
DF Dwarf Mode Discussion / Re: The repeated pursuit of blinking dots
« on: June 28, 2020, 12:06:45 pm »
You can mod out the specific aspect of cats you don't like, or mod a different pet to catch vermin.
If you replace VERMINHUNTER with HUNTS_VERMIN, they will stop adopting your dwarves or carrying dead vermin around.
If you give them GOBBLES_VERMIN_CLASS:GENERAL_POISON, they will swallow the vermin they catch instead of leaving remains behind.
You can also make them bigger and trainable if you want them to be good for something else.

244
Mod Releases / Re: The Endbringers (V0.2)
« on: June 28, 2020, 06:48:18 am »
I thought to make these earlier but, funnily enough, stopped on account of

Spoiler: Worm spoilers (click to show/hide)

Well, that and I'm an "all-or-nothing" type of modder who tends to think in terms of full adaption or nothing, which... yeah, Parahumans is about as infeasible as e.g. Jojo.

Yes, their durability is quite weaker than the original source material.  But given their origins, it doesn't seem to inappropriate for them to be almost unbeatable by the standards of whatever world they are in.

245
Mod Releases / The Endbringers (V0.2)
« on: June 27, 2020, 05:46:35 pm »
I made some improvements, mainly to make them more detailed, harder to beat cheaply, but also less annoying.

Spoiler (click to show/hide)

246
Mod Releases / The Endbringers (V0.2)
« on: June 26, 2020, 10:32:54 am »
A small mod addition that I've had on my computer for a while, but haven't bothered releasing.  It's the Endbringers from Worm, coming to destroy your fortress!


Three overpowered megabeasts that will show up very late (their requirements for attack are twice as high as other megabeasts).  They aren't completely unbeatable, but are extremely powerful and if you're not prepared they will almost certainly spell doom for your fortress in a spectacular way.

I'm spoilering the details and strategies because they have some pretty crazy powers and you might want to be surprised.

Spoiler: Details (click to show/hide)

Download Link

247
DF Suggestions / Re: Crusades Against Necromancy
« on: June 25, 2020, 07:46:36 am »
Or against races associated with spheres the crusading civ doesn't like.
They do that already - civs will start wars over civs with opposing spheres and list the specific spheres they hate as justification.  I made a civ that is aligned with order, laws, and fire, and they attack the chaos, depravity, and water civ all the time.

248
I updated this, kind of.  The only real change is that all Ricks are now NIGHT_CREATURE_EXPERIMENTERS, so they should produce procedurally generated monsters on occasion.  I think.  Maybe.
I'm not sure if it actually does anything - experimenters are always rare regardless - but it seemed appropriate.

249
DF Community Games & Stories / Re: Modded Hell II
« on: June 15, 2020, 01:37:10 pm »
I'll look into your other mods IndigoFenix. At this point I'm shying away from more civs because they're usually the ones with the freaky custom stuff that breaks the game, and at this point we've got so many civs for the game to pick from that we probably won't see them all pop up on a normal world. Regardless, I'll see what they have to offer.

Yeah, that's why I suggested those two.  They are much less game-breaking than my usual fare, code-wise.
Too many civs can be an issue.  Actually ROTMK itself already goes over the default limit, which is one of the things I need to fix.  Maybe remove the less important, minor civs.
Wait, what happened to the DF File Repository?!  Is it all gone?

250
DF Suggestions / Re: Sunlight dependency tag & behavior: Ents
« on: June 15, 2020, 04:14:33 am »
Creatures (especially significant ones like demons or titans) that consume or enhance the sphere-influence of their respective regions seem reasonable for the magic arc.  This is different from photosynthesis or rock-eating though.

251
DF Community Games & Stories / Re: Modded Hell II
« on: June 14, 2020, 05:03:39 pm »
Yee, good to see this is happening again!  Makes me feel bad not having updated ROTMK in ages, between quarantine ironically making my job nearly round-the-clock and the little free time I have spent on BoundWorlds.  I'll get around to it someday.

Might I suggest throwing Fortal Kombat and maybe Rick Citadel into the blend?  Both are great sources of global conflict and are simple enough code-wise to avoid causing problems.

252
DF Modding / Re: spreading secrets via very non-secret ways?
« on: June 03, 2020, 01:54:43 am »
It is possible, in fact this is probably the most reliable way of increasing the number of secret-holders in your world.

253
DF Modding / Re: What's going on in your modding?
« on: May 28, 2020, 09:05:01 am »
Made a subspecies of dragons that have a weaker fire breath but can inject venom with their bites. Forgot to decrease the melting point for the venom, causing it to be superheated on injection. Which incinerates victims into ash from the inside within seconds, not even leaving a corpse. This is a nice effect but not what I had in mind...

I've also done this with super-cold venom.  The victim's corpse decomposes and vanishes without a trace seconds after death.

254
DF Modding / Re: Would this secret concept work?
« on: May 28, 2020, 08:59:37 am »
You can do this, apart from taking time (interactions are always instantaneous).  Well, you can make a chained interaction, but this seems like more trouble than it's worth.
However, you can make it an EXPERIMENT_ONLY interaction, which will cause it to only be used in worldgen.
Pretty sure that the generated "intelligent undead" right now are essentially Frankenstein's Monster inspired anyway.

255
DF Suggestions / Re: [Adventure Mode] Better Corpses
« on: May 23, 2020, 12:45:09 pm »
Classifying corpses as creatures would require a major program overhaul. But corpses do retain data about their status (which is how they can keep the same injuries when reanimated) so being able to view it on the display screen seems reasonable.

I expect someone could write a DFHack script to do it, actually, if it hasn't been done already.

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