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Messages - Teldin

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421
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 01, 2007, 08:54:00 pm »
Now released! See OP for download details.

If you find any problems with it, please let me know ASAP. I haven't tested everything in here, so buyer beware.

I also added a few new fun things since the OP; you can find them in the readme.

Spoiler:

Purring maggots, as it turns out, are just the larval stage for something else. Turns out they also really don't appreciate dwarves squeezing their kids to death for their delicious juices.


422
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 01, 2007, 08:08:00 pm »
Looks like I've fixed most of the problems..

I also believe I have found how to make civilians not afraid of creatures anymore (ie. interrupted by things all the time). Going to upload in an hour or so.


423
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 01, 2007, 04:41:00 pm »
Added giant snails and giant slugs, as well as standard garden-variety snails, all of which drop shells and meat (no bones or leather) when butchered. They can also all be captured and tamed (don't ask how that makes sense).

I'm testing the entire mod out at the moment, so after I'm satisfied I'll upload it. Keep the suggestions coming!

Also, penguinofhonor feel free to add or remove whatever you like when you get it, it's by no means perfect for everyone. By the way, though plump helmets aren't plantable in winter or edible raw, the blackcap and whitecap mushrooms both are.

I'm also looking for more races to make for adventure mode, assuming anyone even uses adventure mode with this version.. I find it extremely hard to find anything of interest at all (I kind of miss the random encounters).


424
DF Modding / Teldin's Mod 2 (released! Link in first post)
« on: December 01, 2007, 11:54:00 am »
Teldinmod 2: Judgement Day

http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip

To install:

1. copy-paste all the .txts into your DF\raw\objects\ folder.
2. delete your savegames and saved worlds.
3. Gen a new world from scratch.

To uninstall:

1. delete all the files you added.
2. open up the backup .zip and paste all those into the \raw\objects folder.
3. Delete your saves and gen a new world.

Here's a full list of things it adds:

Creatures:
* (old) Dwarven goats, pigs, chickens, field mice, rabbits, weasels, aurochs, leprechauns, dire wolves, various giant spiders, giant toads, magma spiders
* (added) Tunnel worms (trainable, vermin-hunting cave worms), feral goblins (large wild groups of goblins that rush your fort periodically), coyotes, zebras, wild boars, rhinos, mind flayers (playable in adv), goatmen, platypi, blue fungus vermin, green fungus vermin, blind cave salamanders, white lizard vermin, giant snails, rock lobster, ocean lobster, cave shrimp, 5 types of bat, and azer dwarves (playable in adv, produce flame so play with temperature on for a lot of FPS-killing fun)

Plants:
* (old) Plump Helmets no longer plantable in winter and not edible raw
* (old) Tomato, onion, lettuce, cabbage, squash, whitecap shroom, blackcap shroom, purple fungus, dwarven cabbage, coffee, blueberry, raspberry, cherry, banana
* (changed) tinkered with a lot of the plants, all of them grow at least 2 seasons
* (added) canteloupe, corn, cave corn

Items:
* (old) Ring mail, banded mail, full helms, tubas, lutes, tower shields, toy mine carts, toy soldiers, toy dwarf skulls, barbed spikes, cat'o'nine tails, claymore swords, hunting knives, longspears, cutlasses, bladed crossbows,
* (added) studded leather armor, needle dart traps

Other stuff:
* Added mithril ore + metal (found in gold, silver, or platinum), pattern-welded steel metal (aka. damascus steel, requires 2 blocks of iron, 1 flux, 1 block of green glass, produces 1 block of pattern-welded steel, can only be used for weapons)
* Added Metalax's deblocker + uncutter
* Added thatguyyaknow's stone weapons/armor reaction
* Added FFT's food and alcohol mod (pre-32a, modified for post-32a)
* Put most things in seperate .txt files instead of overwriting the defaults


I'll have it up for download tonight after I get back from work. If anyone has any requests to add to it, feel free to ask and I'll see what I can do.

[ December 01, 2007: Message edited by: Teldin ]

[ December 01, 2007: Message edited by: Teldin ]


425
DF Modding / Re: request**trainable swarm of battleflies***
« on: November 29, 2007, 02:14:00 pm »
ASK AND YE SHALL RECEIVE

First, make a 'creature_fly_swarm.txt' and add this to it:

code:

creature_fly_swarm

[OBJECT:CREATURE]

[CREATURE:FLY_SWARM]
   [NAME:fly swarm:fly swarms:fly]
   [TILE:250][COLOR:0:0:1]
   [FLIER][PETVALUE:30]
   [SMALL_REMAINS][NATURAL][PET][TRAINABLE]
   [NOT_BUTCHERABLE][GRASSTRAMPLE:0]
   [COMMON_DOMESTIC]
   [PREFSTRING:buzzing clouds]
   [PREFSTRING:vicious biting]
   [DIURNAL]
   [BODY:SWARM_BODY]
   [NO_SLEEP][NO_BREATHE][NOBLEED][NONAUSEA][RECKLESS][SEVERONBREAKS]
   [NOSTUCKINS][NOSKIN][NOSKULL][NOBONES][NOMEAT][NOEXERT][NOFEAR]
   [BIOME_NOT_FREEZING][NO_EAT][NO_DRINK][NO_GENDER]
   [ATTACK:MAIN:BYTYPE:MOUTH:sting:stings:1:3:GORE]
   [BIOME_ANY_POOL]
   [BIOME_SUBTERRANEAN_CHASM]
   [CHITIN][BLOODTYPE:W]
   [STANDARD_FLESH][HOMEOTHERM:10067]
   [POPULATION_NUMBER:2500:5000]
   [CLUSTER_NUMBER:100:200]
   [SWIMS_INNATE][SWIM_SPEED:2500]   
   [BONECARN][DAMBLOCK:-2]
   [SPEED:300]
   [MAXAGE:3:3]
   [SIZE:1][FAT:0]
   [CHILD:1][CHILDNAME:fly maggot:fly maggots]


Second, make a body_fly_swarm.txt and add this to it:

code:

body_fly_swarm

[OBJECT_BODY]

[BODY:SWARM_BODY]
[BP:SS1:swarm section][UPPERBODY][LOWERBODY][FLIER][HEAD][STANCE][MOUTH][SIGHT][SMELL][HEAR]
[BP:SS2:swarm section][UPPERBODY][LOWERBODY][FLIER][HEAD][STANCE][MOUTH][SIGHT][SMELL][HEAR]
[BP:SS3:swarm section][UPPERBODY][LOWERBODY][FLIER][HEAD][STANCE][MOUTH][SIGHT][SMELL][HEAR]
[BP:SS4:swarm section][UPPERBODY][LOWERBODY][FLIER][HEAD][STANCE][MOUTH][SIGHT][SMELL][HEAR]
[BP:SS5:swarm section][UPPERBODY][LOWERBODY][FLIER][HEAD][STANCE][MOUTH][SIGHT][SMELL][HEAR]


NOTE: I haven't actually tested this, but I don't see why it shouldn't work. If it doesn't, let me know the error you get and I'll rewrite it a bit. Put the txts in the \raw\objects\ folder.

(You'll also need to gen a new world, and if you ever remove the .txts you'll have to remove the object files in the \data\objects\ folder)

[ November 29, 2007: Message edited by: Teldin ]


426
DF Modding / Re: Looking forward to civ modding possibilities
« on: January 04, 2008, 01:59:00 pm »
In the Rome Fortress mod I made, I converted every word in the language file to latin.

By hand.

Let's just say that I never want to see another latin word again, ever.


427
DF Modding / Re: Upload Mod
« on: January 02, 2008, 12:36:00 pm »
I use a wikispaces page for file uploading, myself. No messing about with rapidshare or any of those garbage file storage websites.

428
DF Modding / Re: Nevermind
« on: December 08, 2007, 10:59:00 pm »
Geez, you guys are pretty negative. There are tons of ways to do it, if you're creative. You can simulate proper sieges by making large clusters of wild curiousbeast monsters with a high frequency speed, make most monsters spawn when you find the chasm/rivers/magma, and so on.

Oh well. Guess I'll think of something else to make then. Case closed!


429
DF Modding / Nevermind
« on: December 08, 2007, 01:16:00 pm »
I have decided to start on that Underdark project people were commenting about earlier. It will be legendary. And menace with spikes of obsidian.

Even if you don't know anything about the Underdark, that's fine! Just think the two following words: Evil, and Underground.

We will be modding all aspects of the game, including graphics, items, metals, reactions, and so forth. Therefore, if you know a lot about things like graphics mods or reaction mods, please please please climb on board the mod train.

What I want is for each person who is on board for the project to mention what part they want to do, here. If you have no preference, just say so and I'll find you something to do (probably some mindless busywork). Even if you're just good at writing stories, you can help join and collaborate on ideas like races or whatnot.

If you prefer to just work on one aspect (toys, weapons, etc) then that is perfectly fine, too. In fact I'll probably end up handing out sections for people to do if we have enough interested.

The way it will work is: people finish their sections and send them to me, then I will put them all together. People who have stuff to do with each other's (body parts + new species, for example) will need to obviously talk to each other about it, probably via mails or whatnot.

IF YOU ARE ON BOARD FOR THIS PROJECT to help in any way, please state here.

Currently on board:

Me! I will be doing entity definitions, hosting the mod, writing readmes, and administering hammerblows to anyone who goes melancholy.

[ December 08, 2007: Message edited by: Teldin ]


430
DF Modding / Re: How to get plants to show up at embark?
« on: December 06, 2007, 09:07:00 am »
These are outdoor plants, dwarves don't like those sissy outdoor plants.

Instead of [BIOME_NOT_FREEZING], use this: [BIOME_SUBTERRANEAN_WATER].


431
DF Modding / Re: Spirit of ice
« on: November 16, 2007, 01:32:00 pm »
Try a FIXED_TEMP around 5000, that'll make everyone in the area freeze to death near-instantly and should freeze water pretty quickly too.

432
DF Modding / Re: ROME FORTRESS 1.0
« on: December 06, 2007, 01:30:00 pm »
quote:
Originally posted by MindSnap:
<STRONG>I looked through the readme, and this mod smells like it is based upon Rome: Total War. Awesome game. Correct me if I'm wrong though.

A while ago I started a dwarf fortress that was set up as a roman camp, with the spiked log walls and whatnot.</STRONG>


Loosely based upon it, yes. My two favorite games are DF and R:TW, so I thought 'hey, why not combine the two?'. RTW is something like 5 years old now, yet I still play it 1-2 hours a day. I readily admit to being an addict.

[ December 06, 2007: Message edited by: Teldin ]


433
DF Modding / Re: ROME FORTRESS 1.0
« on: December 05, 2007, 07:30:00 pm »
quote:
Originally posted by Wiles:
<STRONG>Good work   :)

One thing I noticed is that the Germans, who replace the goblins as the sieging race don't have all the weapon varieties assigned. You'll have German Macemen show up, but they will be unarmed. I noticed this in a mod I'm working on where I did something similar.</STRONG>


Hmmm, that's interesting. I believe hammermen show up (and can be selected on the embark thing) because crossbows are considered hammers, but there are no actual hammer weapons. Not sure why macemen would be showing up, though.. There are no maces in this mod. Must just be hardcoded. Bah!

Someone should totally make a graphics tileset for this.  ;) I would have, but I have the artistic ability of a sponge, or perhaps some kind of rodent.


434
DF Modding / ROME FORTRESS 1.0
« on: December 05, 2007, 01:02:00 pm »
So! I decided on a whim to start a new modding project. I've been working on this one for a few hours a day for a full week, so it's fairly comprehensive.

It is a full conversion for DF. You play the Roman Empire in a game against 5 other nations: the Carthaginians, Greeks, Persians, Germans, and Celts. Each nation has unique military types, items, and so forth.

The entire dictionary (yes, all 1500 words) has been converted by me to Latin.

New foods, toys, instruments, the removal of a few metals, and so forth are all done too. In addition most of the fantasy creatures have been removed and the non-fantasy ones have been 1. tinkered with and 2. made more common.

Instructions for installation are in the Readme, as well as a full list and background of all the civs and some of the units and items. The zip file is about 42kb, so even on a dialup modem it shouldn't take more than a few seconds.

PLEASE, if you find any bugs or weirdness, don't hesitate to comment here.

- Teldin


Edit: forgot the link!

http://teldin.wikispaces.com/space/showimage/rome+fortress.zip

[ December 05, 2007: Message edited by: Teldin ]


435
DF Modding / Re: Underdark Project?
« on: November 16, 2007, 10:50:00 am »
I like this. What would the players be able to play as? Duergar? Drow? Dwarves? All of the above?

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