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Author Topic: increase megabeasts  (Read 1060 times)

Samus1111111

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increase megabeasts
« on: June 13, 2009, 02:54:41 pm »

not sure if this goes here, please move if it doesn't

I was wondering if there was a way to increase the number of megabeasts and increase the chance of them invading your fortress.
« Last Edit: June 13, 2009, 03:18:30 pm by Samus1111111 »
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irdsm

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Re: increase megabeasts
« Reply #1 on: June 13, 2009, 03:07:53 pm »

You can stop world gen earlier than normal so that more survive to attack you.
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Byakugan01

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Re: increase megabeasts
« Reply #2 on: June 13, 2009, 03:39:36 pm »

Try increasing their cluster number, perhaps? This really belongs in the modding forum though.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

i2amroy

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Re: increase megabeasts
« Reply #3 on: June 14, 2009, 12:25:29 am »

If you add the [SEMIMEGABEAST] tag, then they will spawn as semi-megabeasts and megabeasts, and as semi-megabeasts are much more common than megabeasts, this ends up with a spawning of 2.5 to 3 times as many of the creature.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

blah28722

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Re: increase megabeasts
« Reply #4 on: June 14, 2009, 10:23:43 am »

You could just mod a random creature to megabeast leveled strength. Then you'd get a lot of them.

I wouldn't do pack creatures, unless you made them individually weaker.
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Leafsnail

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Re: increase megabeasts
« Reply #5 on: June 14, 2009, 11:25:33 am »

You could just mod a random creature to megabeast leveled strength. Then you'd get a lot of them.

I wouldn't do pack creatures, unless you made them individually weaker.
We already have dire wolves for that, don't we?
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blah28722

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Re: increase megabeasts
« Reply #6 on: June 14, 2009, 11:49:18 am »

You can have dire wolves that breathe fire, don't bleed, don't feel pain, and don't breathe!

Fun times!
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Byakugan01

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Re: increase megabeasts
« Reply #7 on: June 14, 2009, 01:02:25 pm »

You forget they need the fixed temp and heatdam values from SoF(HFS) for ultimate fun.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.