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Author Topic: Naryar's modding (Demon Mod + Megabeast Mod)  (Read 35275 times)

Naryar

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Naryar's modding (Demon Mod + Megabeast Mod)
« on: April 27, 2011, 02:29:44 pm »

Demon Mod: Download RAR, put the txt file into the raw folder, create a new world with zero number of demons and enjoy your new hell inmates.

http://www.2shared.com/file/DvRbh7IX/Naryars_Demon_Mod_v10.html

Megabeast Mod is here ! Megabeasts are now more dangerous, can breed (with the obvious exception of the bronze colossus) and their blood will transform your dwarves.

http://dffd.wimbli.com/file.php?id=7342

Obsolete mods, though may still work for DF2012

Carp mod, makes temperate rivers (particularly savage rivers) more FUN.

Spoiler: Carp Mod (click to show/hide)

Dragon Mod: Makes dragons more dangerous and have a more realistic growth. Replace your whole dragon entry in creature_standard.txt with this.

Spoiler: Dragon Mod (click to show/hide)
« Last Edit: January 26, 2013, 09:44:46 am by Naryar »
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Naryar

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Re: Naryar's modding (NOW WITH MOAR UNDERWORLD BEASTS)
« Reply #1 on: April 28, 2011, 04:39:03 pm »

I've done a little modding this afternoon/evening and I give you standard demons to make hell more dangerous/frightening/Bad Ass !

Spoiler (click to show/hide)

Note: No testing has been done for now, and more demons will come. I am just a bit sick of the decidely non-terrifying giant feathered blue ticks, or towering hairy leechs with golden hair, or green scaly koalas.
How to add them in your game : Create a new folder in your raw/objects folder, named something like "creature_underworld". Paste the spoiler contents into it. Save. Generate a new world. Open HFS, possibly with the number of demons reduced to zero. Enjoy.
« Last Edit: April 28, 2011, 04:40:51 pm by Naryar »
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Necro910

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #2 on: April 28, 2011, 05:23:23 pm »

Oh dear Armok.

You brought back the days of Yore! When breaching Hell was an instant death sentence, and carp were a force to be respected feared ran away in terror.

At least you didn't put in death pool carp  ;D

Naryar

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #3 on: May 05, 2011, 03:28:15 pm »

Edited first post. The carp mod now works, demon mod is now updated with new frightening beasts, and I added my version of dragons.

Jeoshua

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #4 on: May 05, 2011, 07:16:19 pm »

Say this is what I was doing... mind if I drop my boogiemen here? Generate a world without night creatures but the nights are still dangerous!
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I like fortresses because they are still underground.

Naryar

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #5 on: May 06, 2011, 12:20:52 pm »

Say this is what I was doing... mind if I drop my boogiemen here? Generate a world without night creatures but the nights are still dangerous!

I would prefer if you posted them in your own thread. This thread is for my creations.

Jeoshua

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #6 on: May 06, 2011, 12:59:22 pm »

What about bug reports then? Because those demons from the first post threw out alot of errors into the log.

The second batch just gave me this:

Spoiler (click to show/hide)

So basically... it's not recognizing them as Demons.  I don't think theres anything that can be done about that.  Have you tested to be sure they're actually showing up in the underworld?

I mentioned my experiments because I've found that only the Night Creatures have tags that will translate 100%.  All the rest of the Generated types tell you no, like Titan or Demon.  The Demons will show up at the proper depth without the [DEMON] tag, however, as far as I know.  They won't escape and take over civs, tho. And adding the tag doesn't make them do it.
« Last Edit: May 06, 2011, 01:05:13 pm by Jeoshua »
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I like fortresses because they are still underground.

Naryar

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #7 on: May 06, 2011, 01:16:15 pm »

They work fine though. I can assure you I can open the pits of hell and fall on loads of striges and devilkins.

Now about escaping and taking over goblin or human civs... i believe the tag is [UNIQUE_DEMON] not simply [DEMON]

Deon

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #8 on: May 06, 2011, 01:17:26 pm »

DEMON is a non-existant token (for raws), the 5th level of the underground depth biome is what you need (the 4th is the magma see and 1-3 are the caverns).

It should be NO_EAT instead of NOEAT.
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Jeoshua

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #9 on: May 06, 2011, 01:33:17 pm »

I think [DEMON] is the tag that makes the demon creatures in the game into "Roaming Population Sources".  So they won't spawn and spawn and spawn.  But you've given them populations and [LARGE_ROAMING], which turns them into Roaming Population Sources and gives them a decent pop.  The biggest differences are:

1) You've hand crafted them.  No more feathered capybara. (happy)
2) Setting Demons to 0 will mean no escapees from hell (sad)
3) They will no longer be "innumerable" in the sites_and_pops output.
4) You will be able to totally exterminate the hellspawn (mixed feelings)
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I like fortresses because they are still underground.

Naryar

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #10 on: May 07, 2011, 05:59:00 am »

They are innumerable in the animal count, and they escape very well and wreak havoc in my fortress as well. The flying ones only, though. Bebiliths and obsidian colossi do not fly.

I plan to add more of them though. This demon mod was mostly to make them LOOK like demons. A giant feathered koala with blue feathers or a towering hairy leech (I've had LOADS of hairy leeches in FBs) doesn't just strikes awe into me.

I have already a few ideas... notably, a half-man half-crocodile monster, a giant infernal cat, a vulture demon, and this guy as final boss:



« Last Edit: May 07, 2011, 06:41:50 am by Naryar »
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Deon

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #11 on: May 07, 2011, 06:58:12 am »

I think the "innumeral" comes from the underground depth too. So DEMON should not be there.


The demons are great, keep pumping them out :).
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Naryar

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #12 on: May 07, 2011, 09:44:17 am »

Thanks. Here are the new demons by the way.
Spoiler (click to show/hide)

Though my demon lord doesn't seem to get out and take over civilizations  >:(

Crazy Cow

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #13 on: May 07, 2011, 11:46:12 am »

I love the demons. They make the underworld feel more D&D-esque, which I think is a good thing. It also gives people a chance against the horrors of the underworld.

Naryar

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Re: Naryar's modding (NOW WITH MOAR DEMONS)
« Reply #14 on: June 01, 2011, 07:48:37 am »

MOAR DEMONS. These are not really serious but still can kill dwarves with ease.

Also untested yet.
Spoiler (click to show/hide)
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