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Author Topic: All hail the mighty Illithid Empire (version 3/df .25)  (Read 6217 times)

Seriyu

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Re: All hail the mighty Illithid Empire (version 2)
« Reply #15 on: December 06, 2010, 06:14:37 pm »

I've only seen elves once, but I'm also playing with a population limit of 50, sooooo

D_E

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Re: All hail the mighty Illithid Empire (version 2)
« Reply #16 on: December 09, 2010, 01:00:34 am »

I have uploaded a version of the mod that is compatible with the ASCII version of Deon's Genesis mod.  Here.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Aliek

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Re: All hail the mighty Illithid Empire (version 2)
« Reply #17 on: December 16, 2010, 08:42:40 pm »

It seems conquest thralls don't start with equipment other than the outsider stuff on adventurer mode(I tried on an illithid adventurer civ.)

Also, what is a rock weapon, asked for in the reactions for the illithid items?
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D_E

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Re: All hail the mighty Illithid Empire (version 2)
« Reply #18 on: December 16, 2010, 11:57:07 pm »

They don't start with equipment, but they should be able to equip what they find and make.  That said, I seem to have fixed the scaling issue on the illithid adventurers, but left it on the rebel thralls (which are the most common type of bandit close in to an illithid settlement).  So I need to fix that.   :-[

Quote
Also, what is a rock weapon, asked for in the reactions for the illithid items?
The reaction accepts weapons of any material.  DF appears to fill in "Rock" when the material isn't specified.  The illithid reactions use weapons as the base input because you aren't allowed to butcher intelligent creatures, so you can't use their brains.  Weapons are found at about a 1:1 ratio with kills, so they make a workable stand-in.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: All hail the mighty Illithid Empire (version 2)
« Reply #19 on: December 17, 2010, 04:07:31 am »

I've updated the stand-alone version to 2.1.  This fixes aforementioned size issue.

Edit:  And fixed the Genesis compatible version.
« Last Edit: December 17, 2010, 04:13:05 am by D_E »
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: All hail the mighty Illithid Empire (version 3/df .25)
« Reply #20 on: June 18, 2011, 02:57:48 am »

Updated to df .25.  I also updated the manual information in the first three posts, so that should be correct.

To install, unzip and copy the contents into your raws directory, overwriting when prompted.  Note that this mod changes creature_standard, so you will have to do a merge instead in order to combine this mod with other mods that also alter creature_standard.

Mainly did streamlining in preparation for the next df release:

Cut back on the insane proliferation of illithid factions in the previous version. 

Gave the illithids more flexibility when it comes to armor and material choice. 

Increased flexibility of the high end reactions.

Fixed a few bugs relating to sapience creation.  Allowed creation of brain drinks from animals as well as intelligent creatures.

Hyperaccelerators made easier to use and to get, and were masivly buffed (used the gravity gun design from Angel of Death's thread)
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

jaxy15

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Re: All hail the mighty Illithid Empire (version 3/df .25)
« Reply #21 on: June 18, 2011, 01:45:16 pm »

Was it necessary to make the workshops furnaces?
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Dwarf Fortress: Threats of metabolism.

D_E

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Re: All hail the mighty Illithid Empire (version 3/df .25)
« Reply #22 on: June 18, 2011, 02:44:11 pm »

I wanted the temples to be built using architecture, and to receive value modifiers for the quality of their construction, which is a property of furnaces.

Also, since there are a lot fewer furnaces, the temples end up on the first screen, instead of down at the bottom of the workshop menu.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Re: All hail the mighty Illithid Empire (version 3/df .25)
« Reply #23 on: June 18, 2011, 06:47:58 pm »

Updated to V3.1.  This fixes a crash bug with one of the reactions.  The patched version is compatible with V3 save games.

For some reason, this:
Spoiler (click to show/hide)
crashes the game whenever it is completed, but this:
Spoiler (click to show/hide)
works perfectly.  :-\

I also cleaned up a few ease-of-use problems with the reactions:  All *P* (psionic-pollution-producing) reactions should use either druid or weaponsmithing as their key skills.  This helps you keep slaves out of harms way when using the workshop profile to set minimum skill levels.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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