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Author Topic: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed  (Read 26116 times)

Starver

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #15 on: May 13, 2012, 01:02:49 am »

Anyone remember "The Greatest American Hero"? Maybe the ones who have superhero secrets can be aliens?
Was that the one with the rabbit?
Don't remember a rabbit.  Do remember TGAH.  It went trans-Atlantic onto our screens, but I don't think I ever saw the pilot/intro episode, and can't remember it ever reappearing as repeats.  To be honest, it fit the roll as "cheesy American import" comic-drama, of which there were a dime-a-dozen available...

Although, in my mind, I do tend to also conflate it with The Cannonball Run's "Captain Chaos" character.
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barlth

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #16 on: August 04, 2012, 06:45:31 am »

I think this mod is awsome. I mean, who in the WORLD of Dwarf Fortress doesnt want to be starting with necro as villian. it gives it the feel of really being evil. Keep up the awsome work!
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #17 on: December 10, 2012, 01:56:28 am »

Should I include necromancy as a villain power? Seems a bit OP'd.

Anyway, finally getting around to ironing out those few bugs that prevent the next release. Perhaps this will even feature spandex and latex.
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wqaopl

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #18 on: December 10, 2012, 07:57:40 pm »

i just got the straingest thought of a villen drinking the blood off a hero to colect adishinal powers insted of looking for secrets.
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Pokon

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #19 on: December 10, 2012, 08:52:37 pm »

I'd say all the superheroes should be faster than normal humans.

Hmm, I say that you could fold flying into the Generic branch, and create a skilled but otherwise normal caste. Crime fighters?
All of them are already naturally competent in basic fighting skills (fight, kick, punch, wrestle, bite), but I think flying could be a generic power.

I think Pokon meant that you should include unpowered super heroes as a caste, like Batman.  Peak Humans, so to speak.  If that is not what Pokon meant, I'm suggesting it now.  And since many unpowered super heros make their own equipment, perhaps they start with skill in armor and weapon making (assuming that is even possible), along with fighting skills.


I was basicly saying, yeah, like batman. A Generic might be a walking brick who can crush skulls with there toes, but a Specialised (Cowl?) is great with stuff. Not seperating the two would be a mite like Batman being as strong as Bane.
....

Well, it sounded better in my head.

Quote
Should I include necromancy as a villain power? Seems a bit OP'd.

Possibly. Ooh, you could have a "Necromancer" villain and a "Dark Magus" villain. The Necromancer gets plain old regular necromancy while Ms/Mr Dark Magus gets a slew of vaugly magic-related powers (Blinding people with shadow, causing pain,ect) to seperate the strictly death themed foes from the Raven-like figure that can basicly fling people around with some fancy tricks with grasping body parts.

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Thecard

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #20 on: December 10, 2012, 11:17:43 pm »

Well, give them natural skill in wrestling and stuff, high attribute stats, and yeah, you could do that.
Oh, and for whatever civ you use for these things, you gotta make masks [FORCED].  Please.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #21 on: December 10, 2012, 11:36:25 pm »

Masks and capes already [FORCED] :D

Considering having a [MEGABEAST] caste with many powers, in both the Hero and Villain races.

For powerless heroes, I kinda feel like badass humans already have it covered, though admittedly without the forced capes/masks.
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Thecard

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #22 on: December 11, 2012, 12:08:32 am »

Yes to the megabeasts thing.
Also, maybe making some enemy civs that are made of quirky Miniboss-type enemies?  Y'know, like the Penguin's... penguins.
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I think the slaughter part is what made them angry.
OOC: Dachshundofdoom: This is how the world ends, not with a bang but with goddamn VUVUZELAS.
Those hookers aren't getting out any time soon, no matter how many fancy gadgets they have :v

WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #23 on: December 11, 2012, 02:12:20 am »

Currently, Villains are a race with their own civ, though of course members of other races might do things that make you consider them "Villains."

They're kind of like goblins, but less ugly and with super powers. With a few tags, they could bring all kinds of pets against you.
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KingofstarrySkies

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #24 on: January 23, 2013, 07:31:51 pm »

OH MAH ARMOK YES.
This is what ive been LOOKING FOR! this has sooooo much poetenial, I want this stuff to ave more so badly.....
Now that my awesomegasm is over, I have a suggestion!
Cloning yourself.
That is all.
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Sigtextastic
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Putnam

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #25 on: January 24, 2013, 06:13:30 pm »

OH MAH ARMOK YES.
This is what ive been LOOKING FOR! this has sooooo much poetenial, I want this stuff to ave more so badly.....
Now that my awesomegasm is over, I have a suggestion!
Cloning yourself.
That is all.

Kinda possible, if you don't mind your clone's only similarity to you being his/her species.

WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #26 on: January 24, 2013, 08:35:23 pm »

OH MAH ARMOK YES.
This is what ive been LOOKING FOR! this has sooooo much poetenial, I want this stuff to ave more so badly.....
Now that my awesomegasm is over, I have a suggestion!
Cloning yourself.
That is all.

Kinda possible, if you don't mind your clone's only similarity to you being his/her species.

You can always sever, animate, body transformation, deanimate, resurrect. However, probably extremely difficult in fort mode.
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flame99

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #27 on: February 11, 2013, 09:56:13 pm »

"WARNING: Adds tights to game. Do not play if the thought of dwarves importing tights from superheroes scares you."
Woah, man. No need for that mental image.

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zimer02

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #28 on: February 12, 2013, 07:34:22 pm »

Nice mod I have say,

anyways are the heroes supposed to be stronger than the villains, because every time I pit them against each other in arena the super heroes  always win with very few casualties unless there's a lot more villains the heroes?

Still a good mod through
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WillowLuman

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Re: Super Heroes & Villains Mod v0.2 Alpha --- playtesters needed
« Reply #29 on: February 12, 2013, 07:45:58 pm »

Nice mod I have say,

anyways are the heroes supposed to be stronger than the villains, because every time I pit them against each other in arena the super heroes  always win with very few casualties unless there's a lot more villains the heroes?

Still a good mod through

That's pretty weird, because they're actually identical in almost every way in the creature raws.
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