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Author Topic: [Community Mod 47.05] Teh LOLmod 1.8.68  (Read 33560 times)

apiks

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #15 on: October 09, 2018, 02:53:57 am »

I was notified that there was also like 3000 politicians around us on the world map which probably heavily skewed the invasions on their side. Fun times.
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Pixl_lover

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #16 on: October 27, 2018, 07:29:26 am »

I think we should make a civilization out of Gamers, make them look like Jokers and shout "Rise up!" constantly...
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Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #17 on: October 27, 2018, 10:52:59 am »

There's actually already a Gamer civ. Making them look like Joker wouldn't be difficult, if that's what people want.
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pikachu17

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #18 on: October 27, 2018, 02:41:44 pm »

I think pigs should have a fleeing interaction that turns them into politicians.
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Talvieno

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #19 on: November 07, 2018, 06:47:49 pm »

Hey, I remember this. :D This put a smile on my face to see.
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Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #20 on: November 07, 2018, 11:15:15 pm »

Welcome back! The mod's still weird, also sharks are in all the water now.
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voliol

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #21 on: November 08, 2018, 10:51:25 am »

The gamer creature already has multiple castes and is in general very thoroughly done. Multiple castes have night creature tags that I'm not sure work well in conjunction with civilization (CRAZED, NIGHT_CREATURE_HUNTER, NIGHT_CREATURE_BOGEYMAN, SPOUSE_CONVERTER, SPOUSE_CONVERTED), but I suppose that might be oddly fitting.

TheRedwolf

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #22 on: November 21, 2018, 01:06:58 pm »

Fixed ninjas, and added a caveman race.http://dffd.bay12games.com/file.php?id=14120


Edit: credit where credit is due, I based my reactions and entity on the kobold kamp mod by Random_Dragon. Forgot to mention that due to my overrushing of the release and squashing bugs.
« Last Edit: November 22, 2018, 09:18:49 pm by TheRedwolf »
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voliol

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Re: [Community Mod 44.12] Teh LOLmod 1.8.1
« Reply #23 on: November 24, 2018, 06:12:03 am »

Spoiler: Tell me a duck story! (click to show/hide)

Spoiler: 2 (click to show/hide)

Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.21
« Reply #24 on: November 24, 2018, 02:09:16 pm »

That sounds fun. Anyway, I'm not ignoring the recent submissions. I've PM'd Random_Dragon to see if he will give permission for us to use his work. When he replies, I'll finish up with implementing the new content.

What was wrong with ninjas before, Redwolf?

*Random_Dragon is fine with it, so I'll release the update soon.

**The update has been released. I made some minor edits to get everything working. In particular, the caveman language wasn't long enough. I used LangCreate by Talvieno to generate a full language for them using Redwolf's provided words as a base.

***Realized I broke some things. I'll upload a fix ASAP.

****Had a bit of computer trouble, but it's fixed now. I had accidentally left the cavemen as the playable civ after testing and creature_politics was duplicated.

*****Probably not worth bumping the thread for this, but I released a minor update. Making Primal taught me to make better dinosaurs, so I improved the lasersaurs to match my current standards. I also made some other minor tweaks.
« Last Edit: January 08, 2019, 12:25:22 am by Enemy post »
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Lord_lemonpie

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #25 on: March 06, 2019, 10:04:34 am »

With Necrothreat IV once more gloriously turned to ruin, anyone up for adding more goofyness to this mod as the wait for V begins?

I've got some ideas, but I'm far from a competent modder myself. Is it possible to add stuff like firebreathing to trees?

Here's some minor stuff I made referencing IV

Spoiler (click to show/hide)
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Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #26 on: March 06, 2019, 10:13:31 am »

I'll add those when I get a chance. I can think of a couple ways to do the firebreathing tree idea. I think the most fun would be a treant-like creature. I'll make that too.
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Lord_lemonpie

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #27 on: March 06, 2019, 10:20:24 am »

Necrothreat can never have enough fire. I can only imagine the gloriousness of trying to embark but being showered with napalm by the trees themselves.

Also, can siege engines be modded in? Can't for the world find the raws for them anywhere so I fear they can't be touched, but I was thinking of creating a Russian Botnet siege engine that fires deadly Mega-Shitpost Packets
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TD1

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #28 on: March 06, 2019, 10:20:55 am »

Also, perhaps a race of deadly pandas?
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Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.22
« Reply #29 on: March 06, 2019, 10:38:10 am »

Also, can siege engines be modded in? Can't for the world find the raws for them anywhere so I fear they can't be touched, but I was thinking of creating a Russian Botnet siege engine that fires deadly Mega-Shitpost Packets

Not without elaborate DFhack that I don't know how to do, but mechanical warbeasts are possible and capable of doing what you describe.

Also, perhaps a race of deadly pandas?

Good idea, but as we've seen pandas are already quite deadly. How should I make them more deadly? Maybe pandas that start out as necromancers?
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