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Author Topic: [44.12] What Lurks Below - A Cave Revamp Mod  (Read 17616 times)

ZM5

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Re: [43.05] What Lurks Below - A Cave Revamp Mod
« Reply #30 on: October 10, 2017, 05:52:47 pm »

I went ahead and figured out if dry and wet cavern can meet on 1 embark.

Few embarks, culminating in 1 16x16 embark later I conclude yes they can.

That clear line? Is no coincidence. While aboveground biomes shear into 48x48 tiles, underground biomes, while still wandering around, don't go into sub-embark tiles. This means the theoretical minimum embark size to have all the creatures and plants in this mod is 2x1 at least. (Practically doing so in vanilla is difficult, to say the least.)

Furthermore, I can confirm they're not stitched together aboveground biomes either. In that image, aboveground pre-embark east side is a grassland, while west side has two different rocky wastelands.

(all tests done in 43.05)
I saw those splits too, only rarely though.

Tbh I didn't intend for making massive embarks just to see all creatures - would rather players get slightly different sets each time.

Fleeting Frames

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Re: [43.05] What Lurks Below - A Cave Revamp Mod
« Reply #31 on: October 10, 2017, 06:16:38 pm »

I'd rather too, given it is much easier, but given 90% of caverns on default settings are going to be of wet type one has to take deliberate effort to see other half of mod anyway.

ZM5

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Re: [43.05] What Lurks Below - A Cave Revamp Mod
« Reply #32 on: October 10, 2017, 06:43:02 pm »

Some of the dry cavern monsters do tend to wander in to the wet caverns, though they're somewhat infrequent.

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Re: [43.05] What Lurks Below - A Cave Revamp Mod
« Reply #33 on: October 10, 2017, 08:46:07 pm »

B-b-but what

ow, my understanding of biome mechanics.

how even?

That's very unexpected news, ZM5. Very much good news, but ow my how I thought biomes worked.

ZM5

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Re: [43.05] What Lurks Below - A Cave Revamp Mod
« Reply #34 on: October 18, 2017, 05:33:13 am »

Released a minor update with some balancing changes - reduced size of Moldspawn, Riders of Death can only raise up to 3 vengeful dead at one time - I've also included compatibility with my main pack regarding magical interactions - so some of the drinks from my main pack will make dwarves immune to the effects of the spells some of the underground dwellers use.

ZM5

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Re: [43.05] What Lurks Below - A Cave Revamp Mod
« Reply #35 on: November 22, 2017, 07:35:43 pm »

Just so you guys know, I've done some work on the interactions in this pack in preparation for the next DF version - this will mostly be to add more compatibility with my main pack and having interactions work properly with some of the new creatures that'll be in that pack. None of this is released yet, though.

As a side thing, I'll include alternate versions of the entity files of my own races - with pets from this pack. The download will be up on my main packs thread - of course, for now we just gotta wait until the new version comes out.

ZM5

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #36 on: November 24, 2017, 07:34:18 am »

So, minor compatibility update - I haven't changed much, but I included new creature classes for some of the critters in this pack.

If you use this along with my full pack, some of my races - Erebi, Malformed, Vespirans, etc. - will use specific creatures from various layers in this pack.

MCreeper

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #37 on: November 24, 2017, 08:39:23 am »

I suppose all this is aggresive enough to not just around the fortress without even cancelling jobs?
Downloading.  :D
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Again, we were meant to scout out the place, bribe the right people, get intel, sneak in, sneak out. We are currently somewhere beneath the crater, fumbling for gasmasks

IndigoFenix

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #38 on: November 26, 2017, 12:53:19 am »

If you're still having issues with making creatures more aggressive, have you considered modifying personality values?  Making a creature's BRAVERY and VIOLENT values at their maximum makes them far more aggressive without causing the issues that CRAZED has.

ZM5

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #39 on: November 26, 2017, 05:01:32 am »

That could work - might release a minor update soon then after I'm done with that.

ZM5

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #40 on: November 27, 2017, 12:03:39 pm »

As per IndigoFenix's suggestion, I added the personality values to most of the hostile cavern critters.

Also, I've added pet values to most of the intelligent humanoid races, for compatibility with my main pack - lastly, some animals that weren't war/hunting trainable (mostly the various serpents from the first layer) now do have the tokens for that.

pikachu17

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #41 on: November 27, 2017, 05:07:16 pm »

PTW

ZM5

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #42 on: November 30, 2017, 06:01:28 am »

Small fix - slightly altered the tissues for the plant creatures, so they shouldn't fall apart from regular punches.

ZM5

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Re: [44.02] What Lurks Below - A Cave Revamp Mod
« Reply #43 on: December 03, 2017, 01:52:56 pm »

Small fix - I've given the [SPECIAL] token to inorganic "projectile" materials in this pack, so they shouldn't show up as materials FBs are made out of, or on artifacts.

ZM5

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Re: [44.03] What Lurks Below - A Cave Revamp Mod
« Reply #44 on: December 30, 2017, 09:23:11 am »

Updated for 44.03. No new content - thinking of doing similar "addon pack" stuff for this at some point, i.e entity files for some of the sentient races in this pack, or giant/man versions of some of the underground creatures.
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