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Poll

What kind of material-based creatures should be a priority to add?

Wooden golems (just made of wood)
- 2 (2.4%)
Tree creatures (supernaturally living, replacing hair and such with leaves)
- 25 (29.4%)
Other plant creatures
- 5 (5.9%)
Metallic golems (allowing all metals)
- 14 (16.5%)
Stone golems
- 7 (8.2%)
Glass golems
- 1 (1.2%)
Flesh/organ golems
- 13 (15.3%)
Blood/alcohol golems
- 11 (12.9%)
Magma creatures
- 7 (8.2%)

Total Members Voted: 85


Pages: 1 ... 10 11 [12]

Author Topic: [0.44.02] Random Raw Scripts - New Version Update update  (Read 46416 times)

exdeath

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Re: [0.44.02] Random Raw Scripts - New Version Update update
« Reply #165 on: January 27, 2018, 05:01:34 pm »

So the magma sharks/anhydrite night sharks came out of the magma and are now crawling around on land and in the cavern lakes. The "It is a strictly water-dwelling creature" appears to be slightly misleading.
That's interesting. I'm assuming that NOBREATHE somehow overrides IMMOBILE_LAND, which should prevent that behavior otherwise. (And yes, that they're appearing in magma is a surprise as well.)

One idea, gurps has a ultra detailed random alien/specie generator, at gurps space.

Make a program that generate an random alien and make a df version of it.
That would be GURPS Space for 4th Edition? I do have some plans for a script that would create weirder creatures, but it's not quite a priority at the moment.
YES
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Levity

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  • Levity is writing the 1st book of ☼Woven☼
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Re: [0.44.02] Random Raw Scripts - New Version Update update
« Reply #166 on: April 24, 2018, 05:45:13 am »

So I'm correct in understanding this doesn't create civs to encounter?
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Old patterns unravel, their disparate threads coiling, searching anew...

Knight Otu

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Re: [0.44.02] Random Raw Scripts - New Version Update update
« Reply #167 on: April 25, 2018, 12:56:36 pm »

So I'm correct in understanding this doesn't create civs to encounter?
The Random Entities script does create civilizations that can be encountered in fort mode, and most of them can be played as adventurers as well. The Beasts of Myth script currently does not, however.
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Direforged Mod v1.3b for 0.43.05 (Updated Dec 28th 2016)
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations for 0.42.06 (Updated Mar 27th 2016)
Castle Otu

Roses

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Re: [0.44.02] Random Raw Scripts - New Version Update update
« Reply #168 on: July 18, 2019, 01:02:14 pm »

Question, do these scripts still work by reading in the raws and creating random creatures etc... from there?
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Knight Otu

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Re: [0.44.02] Random Raw Scripts - New Version Update update
« Reply #169 on: July 18, 2019, 01:25:28 pm »

Yes, that's still how they work.
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Direforged Mod v1.3b for 0.43.05 (Updated Dec 28th 2016)
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations for 0.42.06 (Updated Mar 27th 2016)
Castle Otu

Roses

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Re: [0.44.02] Random Raw Scripts - New Version Update update
« Reply #170 on: July 18, 2019, 01:33:45 pm »

Thanks, I've been working on my own random raws scripts which are modifications of random D&D world scripts I wrote that use external templates and I wanted to make sure I wasn't just re-inventing the wheel and wasting my time.
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