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Poll

In the future, would you like to see any of the Monstrous Humanoids be playable in Fortress Mode?

Yes!
- 6 (75%)
No!
- 2 (25%)

Total Members Voted: 8


Pages: 1 2 [3] 4

Author Topic: [44.xx] Monstrous Humanoids Mod!  (Read 23595 times)

Asin

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Re: [44.02] Goblinoids (and Orcs) Mod!
« Reply #30 on: January 20, 2018, 06:38:19 pm »

Hello, everyone! I need ideas for this thing. Because... I'm looking to get back into this mod!

Asin

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Re: [44.02-05] Goblinoids (and Orcs) Mod!
« Reply #31 on: March 30, 2018, 03:03:07 pm »

Put up a new poll

MottledPetrel

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Re: [44.02-05] Goblinoids (and Orcs) Mod!
« Reply #32 on: March 30, 2018, 06:32:02 pm »

All of them? And the same creature? Or would we be giving certain civs unique creatures that generally fit their feel?
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Asin

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Re: [44.02-05] Goblinoids (and Orcs) Mod!
« Reply #33 on: March 30, 2018, 06:41:03 pm »

All except the Orkin. And these would be different creatures that fit the feeling of each civ.

Asin

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Re: [44.xx] Goblinoids (and Orcs) Mod!
« Reply #34 on: August 07, 2018, 12:24:12 pm »

0.8 is finally out. Enjoy the civs' new battle minions and the new Hobgoblins!

buuface

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Re: [44.xx] Goblinoids (and Orcs) Mod!
« Reply #35 on: October 17, 2018, 02:09:44 am »

How about some Ogre varieties?
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Asin

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Re: [44.xx] Goblinoids (and Orcs) Mod!
« Reply #36 on: October 17, 2018, 06:59:32 am »

I was thinking of about that, but do Ogres really qualify as Goblinoids?

Edit: You know what? I think I will add in some ogre varieties. And this mod will no longer be just for goblinoids and orcs. It will have the new name of...

The Monstrous Humanoids Mod
« Last Edit: October 17, 2018, 09:30:48 am by Asin »
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TomiTapio

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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #37 on: October 19, 2018, 05:04:30 pm »

Brook Trolls: way smaller trolls, live near streams, a bit like River Goblins but tougher materials and better at fighting.

Gob-linnes: Civilized goblins, read and write and do Chemistry, bit of Lawful Evil.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Asin

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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #38 on: October 19, 2018, 06:25:04 pm »

Brook Trolls: way smaller trolls, live near streams, a bit like River Goblins but tougher materials and better at fighting.

Gob-linnes: Civilized goblins, read and write and do Chemistry, bit of Lawful Evil.

Chemistry, huh? Now how would I go about adding in Chemistry?

TomiTapio

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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #39 on: October 20, 2018, 06:59:11 pm »

Let most of the civ's scholars be chemists
   [BEAST_HUNTER]
   --SCOUT]
   [MERCENARY] -hehe
   [SCHOLAR:PHILOSOPHER]
   --SCHOLAR:MATHEMATICIAN]
   [SCHOLAR:HISTORIAN]
   --SCHOLAR:ASTRONOMER]
   --SCHOLAR:NATURALIST]
   [SCHOLAR:CHEMIST]
   --SCHOLAR:GEOGRAPHER]
   --SCHOLAR:DOCTOR]
   --SCHOLAR:ENGINEER]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Asin

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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #40 on: October 20, 2018, 07:11:40 pm »

Let most of the civ's scholars be chemists
   [BEAST_HUNTER]
   --SCOUT]
   [MERCENARY] -hehe
   [SCHOLAR:PHILOSOPHER]
   --SCHOLAR:MATHEMATICIAN]
   [SCHOLAR:HISTORIAN]
   --SCHOLAR:ASTRONOMER]
   --SCHOLAR:NATURALIST]
   [SCHOLAR:CHEMIST]
   --SCHOLAR:GEOGRAPHER]
   --SCHOLAR:DOCTOR]
   --SCHOLAR:ENGINEER]

Oh. I thought you were suggesting making an entire chemistry sort of system

TomiTapio

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  • OldGenesis since 2012
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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #41 on: October 21, 2018, 08:59:16 am »

Could simulate chemistry-war with the creature having spit-poison(throw acid flask, blisters skin) and spit-fire(throw fire flask) interactions. Since can't make magic-spell-in-a-bottle.

We have some spells in OldGenesis:
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Bob69Joe

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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #42 on: October 23, 2018, 03:29:41 pm »

Code: [Select]
http://www.bay12forums.com/smf/index.php?topic=172298.0
ZM5's demonic codex

This makes a great companion pack.
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Eric Blank

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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #43 on: October 23, 2018, 05:20:38 pm »

I noticed you didnt do anything with harpies (winged goblins not withstanding)

Theyre the sort id expect them to remain uncivilized (and remember flying civilized critters, including pets, suffer from a lack of pathfinding) but you can always flesh them out more too.

Theres also like the deer-centaur "fawn"/nymph and humanoid, two deer-legged antlered/"satyr" style fawns that could fit in good regions. Theres also a lack of biome specific nature elementals, which can be all sorts of weird, humanoid, magical beings with attitudes depending on savagery and good/evil status.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Bob69Joe

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Re: [44.xx] Monstrous Humanoids Mod!
« Reply #44 on: October 24, 2018, 02:31:31 pm »

Code: [Select]
Romramul "The Ageless Planes"     Lusmzasmata "The Destined Realm"
39 Orcs                   233 Orcs
1 Pigface                 365 Pigfaces
9 Mountain goblins        6 Mountain Goblins
324 Orkin                 512 Orkin
2604 Kbu-smusms           4658 Kbu-smusms
626 Hobgoblins            472 Hobgoblins
257 Dwarves               225 Dwarves
168 Humans                26 Humans
539 Elves                 565 Elves
11125 Goblins             15758 Goblins
1511 Kobolds              4073 Kobolds
        Total: 17203              Total: 26893

I've merged the huge demon pack with the monsterman pack and these worlds are tots brootal. I can't imagine when less than 1000 humans has ever been sustainably viable. I've got super strict civ caps, 277 sites per civ and 5555 for civ pops, though I still don't know what that last one changes. End Year 111.
« Last Edit: October 24, 2018, 02:35:35 pm by Bob69Joe »
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