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Author Topic: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)  (Read 16846 times)

medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (THE END IS NIGH)
« Reply #90 on: May 18, 2012, 04:00:15 am »

tweaks is complete

version 1.8 for the  0.34.09 release is out.
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Sirtaquito

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #91 on: May 21, 2012, 01:55:01 am »

Where's the new download link?
Awesome Mod by the way

  :D
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #92 on: May 24, 2012, 02:05:46 am »

http://dffd.wimbli.com/file.php?id=6137


forgot to update the version number sorry.


also should work with the new release of df.
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I can imagine a bunch of  monks making a pilgrimage to a holy mountain, only to discover that it isn't there anymore.

medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #93 on: May 26, 2012, 07:58:10 pm »

just saying, if anyone has an idea, and even better, have the stats for it, I'm open to it.
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Hugo_The_Dwarf

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #94 on: May 26, 2012, 08:30:24 pm »

What is valid idea? lol
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #95 on: May 28, 2012, 02:28:11 am »

What is valid idea? lol
well just looking at what is a good addition, creaturewise, mineralwise, plantwise, smelter reactionwise.
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Hugo_The_Dwarf

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #96 on: May 28, 2012, 11:59:03 am »

Ideas:
- Custom demons, boogymen, and nightcreatures
- Naturally armored and armed creautres (wandering group of lost adventurers in the caves, or fallen paladins in hell)
- Creature that explodes violently when it FLEEs
- Creature that gets stonger in water (buff spell only works in WATER)

- Make spells learnable in fortress and adv. mode, through means of writing scrolls/books or getting them from megabeasts. (Scroll of fireball, book of ice shards, rune of mud spray, etc..)
- more armor and weapons (Tower Shield, Bucket Helm/Great Helm. Bastard sword, Long Bow, Arbelst)

Just some ideas, hopefully some of them fit your goals.
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #97 on: May 29, 2012, 02:31:32 am »

- Custom demons, boogymen, and nightcreatures
  something to think about

- Naturally armored and armed creautres (wandering group of lost adventurers in the caves, or fallen paladins in hell)

- Creature that explodes violently when it FLEEs
sounds intriguing, has anyone figured out how to make that work?

- Creature that gets stonger in water (buff spell only works in WATER)


- Make spells learnable in fortress and adv. mode, through means of writing scrolls/books or getting them from megabeasts. (Scroll of fireball, book of ice shards, rune of mud spray, etc..)
        been a bit leery of messing around with this bit at this point.

- more armor and weapons (Tower Shield, Bucket Helm/Great Helm. Bastard sword, Long Bow, Arbelst)
                                       Check,          check,                        not yet,           check,       not yet
« Last Edit: May 29, 2012, 02:14:29 pm by medikohl »
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #98 on: June 05, 2012, 04:26:38 am »

making ice age animals for the moment

done next release:
woolly mammoths
woolly rhinos

Planned:
Sabertooth tiger
ground sloth
Peccary (a type of giant boar)
Dire wolves
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GreatWyrmGold

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #99 on: June 29, 2012, 06:00:54 am »

Why do sun dwarves live in the taiga?

Maybe add some kind of magic? There's a lot that could be done there.
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #100 on: July 02, 2012, 02:27:29 am »

Why do sun dwarves live in the taiga?

Maybe add some kind of magic? There's a lot that could be done there.

It was basically an isolated biome that isn't covered in by any of the other catch all biome groups.
so I could make a separate creature list for embark. Oh and as a bonus? No goddamn cats.
« Last Edit: July 02, 2012, 02:34:28 am by medikohl »
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #101 on: July 04, 2012, 01:27:27 am »

also still fiddling about with magic at the moment, trying to make a few new secrets, possibly going to base it off of the various schools of magic in D&D. that should cause a few towers to spring up devoted to them.
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #102 on: July 06, 2012, 02:45:24 am »

any thoughts on how to do this?
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medikohl

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Re: Medikohl's Expanded DF Mod version 1.8 (for 0.34.09)
« Reply #103 on: July 10, 2012, 12:43:51 pm »

oh yeah, I added several pack animal tags so that races without domestic animal access will be able to trade
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