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Author Topic: Megabeast Transformations in World Generation  (Read 2178 times)

Urlance Woolsbane

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Re: Megabeast Transformations in World Generation
« Reply #15 on: October 12, 2015, 10:36:02 pm »


Seriously, eaten!
No doubt this was accomplished through the same foul magic whereby trees are compelled to give up their wood!
That is weird. I guess the body size idea is way off, I mean bronze colossus begins at [BODY_SIZE:0:0:20000000]. Also, Urlance, how are you able to resize demons? The all powerful DF Hack? I've never used it, but likely should.
The nigh-omnipotent Hex Workshop, actually. You see, the tags for procedurally-generated beasties are stored in the .exe file (to find them, search for some exclusive tag like [FEATURE_BEAST],) and so it's a simple matter of replacing one of them with an [APPLY_CREATURE_VARIATION:], and voila! You can edit Forgotten Beasts and Demons and Bogeymen et al with near-impunity!
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Max™

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Re: Megabeast Transformations in World Generation
« Reply #16 on: October 12, 2015, 11:46:59 pm »

Worth noting you can also use things like evan's debugger with linux (might be a windows version of edb too) but gm-editor can actually let you tweak things like that in an existing world if you wanted.
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