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Topics - Teldin

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16
DF Modding / Teldin's Creaturepack - coming soon, taking requests
« on: April 11, 2010, 12:20:40 pm »
I've been doing a good amount of modding on the new version in between the dreaded Real Life stuff and it's nearing completion. It's got some fun new surprises for people that have used my older versions of the creaturepack, plus some familiar and beloved oldies like the dreaded Purring Hornet, bane of all dwarfkind. I've been experimenting a lot with the new creature tokens in particular, so expect a lot of fun new stuff with secretions, breaths, and weird web sprays (beware bog trolls unless you enjoy your body rotting to pieces).

If anyone has any requests for particular monsters for me to test my chops on, just ask away here and I'll see what I can do. The creaturepack tends to be high fantasy monsters and Dungeons and Dragons creatures, but I'm willing to branch out a bit.

I'll respond to questions when possible, but my online time is iffy lately so don't expect anything quick!

17
In particular I'd like to know which are people's favorites. If Toady has any favorites he's seen that are clever I'd love to know that, too. I imagine the next update will allow some pretty crazy modding compared to previous versions.

What sort of mods do people have in mind for the new version? Just updating their old ones or entirely new stuff? (hello lung tissue dragon that breathes dwarven beards!).

18
In particular, it would be quite nice if there was a simple button to convert a page of text (dwarf descriptions, engravings, artifact descriptions in particular) into text format in a text file.

Pretty simple.

19
I noticed there was a utility to trigger magma buildings for if you use reveal.exe, but is there one that triggers the cave river/pool finding so that you can make tower-cap farms and such? In particular it'd be nice if there was one that triggers it even if you don't actually have a river or pool on the map.

Hell, I'd do it myself but I'm pretty terrible at memhacking.

20
DF Modding / Teldin's Creaturepack, redux
« on: July 20, 2009, 09:00:54 pm »
It's back, huzzah, and new and improved! I've been puttering about with my older creaturepack for quite some time. It's an extremely simple mod that just dumps all kinds of new critters for you to play with. Installation is very easy - just extract the 3 text files included in the .zip directly to your /raw/objects/ folder and gen a new world.

Note that if you use a graphics set it may look a little funny, depending on the tiles used. Nothing in this mod is overpowered; they are all (mostly) well-balanced in order to provide a wider range of creatures rather than the same ones you see every day.

This mod should -not- conflict with most other creature/entity etcetera mods that exist, as I rename most of them to fairly unique names. Possibly some overlap in body tokens though.

You can download it here: http://teldin.wikispaces.com/file/view/teldin%27s+creaturepack.zip/81703231

Here's a big list of everything it adds. Spoiler tags ahoy!

Embarkable domestics:
Spoiler (click to show/hide)

New magma creatures:
Spoiler (click to show/hide)

New megabeasts:
Spoiler (click to show/hide)

2 new civilizations/races:
Spoiler (click to show/hide)

Other non-vermin creatures:
Spoiler (click to show/hide)

Vermin:
Spoiler (click to show/hide)


Some spoiler notes:

Spoiler (click to show/hide)


If there's any bugs or comments, please feel free to, uh, comment.

21
DF Dwarf Mode Discussion / I just made the most amazing set of pants
« on: July 07, 2009, 06:35:56 pm »




Just wanted to share.

(and yes, I'm still around, to those who vaguely remember me)

22
DF Gameplay Questions / Do nobles no longer arrive if the liason is dead?
« on: September 20, 2008, 11:26:42 am »
Both the human and dwarven liasons had unfortunate accidents involving carp, lakes, and rivers in my current fort. Since it doesn't seem like either of them will have a replacement liason (it's been 8 years with no trade agreements), I am fine with that. But, it also seems like I am not getting any nobles whatsoever in my migrant groups even though I have over 100 dwarves and my fortress is worth almost 3 million dwarfbux. All I've got is the captain of the guard and my starting 4 nobles.

23
DF Suggestions / Swap the tree density of marshes & forests
« on: September 19, 2008, 06:30:24 am »
A so-called "heavily forested" area has less trees than a swamp, largely because of the rainfall in the area.. It's a little silly that a marsh is PACKED full of trees while a "forest" has them more spread out.

24
DF Modding / What does ADVENTURE_TIER do exactly? Does anyone know?
« on: September 17, 2008, 12:46:19 am »
When making my Rome Fortress mod I basically copy and pasted several of the modified entities (the civs; dwarves humans elves goblins kobolds), tinkered with them, then tested it. But I forgot to change [ADVENTURE_TIER:1] so they all had this same tag (rather than 1, 2, 3, etc as people say to do), and I could play it fine in adventurer mode as any of the civs even with them all set to 1. Does anyone know exactly what the tag does or is for? Obviously just having it means you can play as that civ in adventurer mode (since gobbos and kobolds don't have the tag), but what does the number represent? I read that it determines the order that the civs appear in when you go to play adventurer mode, but having them all as 1 seemed to work perfectly fine for me.

Has Toady ever explained it?

25
DF Bug Reports / [40d] Loose stone value not calculated right?
« on: September 14, 2008, 03:22:10 pm »
I started a new fort and very carefully mined one one block at a time, checking the value of the fort on the stocks screen each time it unearthed a new stone block on the floor. I have it modded so that obsidian is worth 6 each, and my fortress value goes up by 18 rather than 6 each time, adding to the Other Objects value. Thus it seems to me that it's adding 3 times the value of your loose stone rather than the normal value of it, artificially inflating your fortress worth. Anyone else notice this?

26
DF Suggestions / An enormous horde of goblins has arrived! To arms, to arms!
« on: September 12, 2008, 11:56:32 pm »
I suggest a different version of attacking. There's ambush, siege.. and then invasion. An invasion should be multiple waves of sieges, and each wave should be more inclined to stay and fight than quickly retreat like they do in a siege. They should also assault from multiple directions, and if they're a subterranean/mountain race they should also invade from chasms or pits. They'd be led by some legendary king, of course, maybe the ruler of their entire civilization (or the demon they worship?).

Would be a good idea to do it after the army overhaul, though, and after extra bits like sieges making bridges over moats. It should be difficult, if not impossible to survive unscathed.

27
It's kind of silly how only civilizations can use items or wear clothes of any kind. I propose changing this to the creatures rather than the entities. This way you could make things like crude weapons for monsters, or wandering adventurers, or whatever without needing to make an entity group for it.

The item would be spawned when the creature is spawned, and would be worn if the creature has an undamaged body slot that can wear it. Perhaps the token could also have an extra bit at the end to get average quality, and another token for what types of materials? Something like:

[<item>:<item token>:% chance of it spawning:average value:material]

So that might be:

[HELM:ITEM_HELM_HELM:50:AVERAGE:AVERAGE_METAL]
medium-quality helm, mainly iron, 50% chance of spawning with it

or

[PANTS:ITEM_PANTS_LOINCLOTH:100:LOW:CHEAP_LEATHER]
low-quality loincloth, made of crap-value leather ie. dog, 100% chance of spawning

28
DF Suggestions / Advanced creature transformation
« on: September 12, 2008, 12:42:29 am »
A very basic, simple addition to creature raws:

Rather than the simplified baby template->child template->adult creatures, why not have a much more malleable method of upgrading a creature? I imagine it could work like this:

[BECOMES:<creature token>:<trigger>:<trigger variable>]

For example, using this method you could change a purring maggot into a 'purring hornet' once it reaches 3 years old: [BECOMES:PURRING_HORNET:AGE:3]. You could use some specific, restricted creature tokens for basic transformations, such as [BECOMES:CHILD:AGE:1][BECOMES:BABY:BORN:0][BECOMES:ADULT:AGE:12]. The game should still support the more basic [BABY:1] for backwards compatibility on raws, though.

The 'trigger' tokens could have a wide variety of triggers: age, amount of food eaten, distance travelled, highest skill, amount of kills, amount of sentient creatures eaten, etc. etc.

When a creature becomes a different one, it would carry over all its kills, lost limbs (if both forms share the same body token), skills, personality traits, etc. In essence it would be the same creature, but with a different body.

Thoughts?

29
DF Modding / Teldin's creaturepack
« on: September 11, 2008, 04:08:57 pm »
I recently wrote a very simple addon to Dwarf Fortress: a pair of text files that add a significant amount of creatures to the game. Simply download the .zip file, and extract it (or copy & paste the files into your raw\objects\ folder). The two files are creature_pack.txt  and body_pack.txt.

Feel free to use them for any mods or additions you feel like doing.



http://teldin.wikispaces.com/space/showimage/creature_pack.zip


Here's a full list of every creature included:

Spoiler (click to show/hide)


Also, yes, most of them are from D&D. You can actually find a list of them at this lovely resource: http://www.d20srd.org/indexes/monsters.htm

Also note that if you already have mods installed, some of the creatures may overwrite them and you'll get all kinds of silly bugs, like wizard dwarves and mermaid megabeasts.

30
DF Suggestions / Delete world from in-game
« on: September 09, 2008, 08:47:14 pm »
I'm sure it's already been suggested before but I'd like a simple command in-game somewhere to basically clear the whole save folder without having to root around in my df folder for it.

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