Haggy's Expansion Mod

Post here your released mods

Haggy's Expansion Mod

Postby Haggy » Tue May 07, 2013 12:09 am

Updated to: 5.2
Note:

Haggys expansion mod includes all (!) Data as a great Mod.

--- Data Name in Download-Menu is "Haggys Comp.Mod" ---

The others are excerpts from this mod, if someone likes something about it, but do not want to have the complete changes.

Available as a separate mod:

Haggy's Humus-Farms (For the farm is only needed as ground humus)
Haggy's Dungeon Portals 2.0 (only Vanilla Monster)
Haggy's Lift Mod (4 Designs)
Haggy's More Townies (all 4 new Races + the new Designs for the humans)
Haggy's Magic Weapons (add 3 Weapons, Animate the Firearmor and let the Headcrusher brighten)
For Hobo666 "Bonescythe"

Only as a separate mod:

Haggy's Dungeon Portals - Deeper Dungeon 2.0 (only Vanilla Monster)
Level 6 - 9 as Random Enemy

Haggy's Graphic Mod
Change the Tree-graphics, bamboo-graphic, sugarcane-graphic and the flower-graphic
Change the auto-collect! When creating new fields (eg wheat) are now also used wild plants. And does it automatically (but only if no other available).

Contents:

5.2
Fixed the Portals:
Much less portals. No longer appear in invasions (as it should be). Greater time intervals between the next visitors. Higher time intervals, in order to close portals. Not everything will be transferred to a memory state (the number of portals for example), but should be compatible with a memory state.

4.4

* greenhouse System:
in the productionmenu for automatic production
in right menu - greenhouse (empty) - Needs to be close to water (range 4) and need humus
in lower menu - "Plant the seeds", "Harvest" and "Dismantle"-Order
There currently are generated in the following.
Wheat, both types of mushroom, blue radishes and Sugarcane.
2 wood and 2 glass per field as the basic unit greenhouse.
A basic plant and the natural soil to as mud or snow pile when you grow. For this, you are not subject to restrictions on the ground, humus suffices for this.
Also, they are not subject to fluctuations.
* graphicbugs fixed
* new (old graphic) Soul of the Damned (only in Comp. Mod include, not in the seperate mod)

* Bug: Automatic Production (left menu) works only Greenhouse - Wheat.

2 Zip-data for 4.4

4.3

* New item: Bone Mask
* 6 New decorations for walls
* New Indoor-decorations
* New Outdoor-decorations
* 2 new windows
* Caravan.xml Bug (Boat-Bug) fixed

4.2b
! manual transfer orders deleted ! requires a Revision.

4.2a

* Arena-Ko-System 3 Bugs fixed (could lead to crashes without Explanation)
* graphicbugs fixed
* 1 new Weapon: Bone Scythe
* New hero: Leo the Shepherd
* Arena Kreatures Knockdown

4.1.1

* add healstaff as weapon and Change the buildings-ui
- (production-menu graphic bug fixed in next Version)

4.1.0

Dungeon Portals

"In the shadow of darkness, lit little red lights, they burn long, the faces appear, and chaos will flow into our world"

The swirls can be destroyed by attack, and with right-click, unfortunately, the portals (items) as well.

A new map is needed for this. The portals to activate only when the mist has been removed.


Known as "More Townies", Haggy's More Townies & More and now as Haggy's Expansion Mod...

V3.3 and lower

Inspired by Caprontos, Graphics by Burningpet - Old 0.47b Content reinstalled.

* 7 New large Windows and a Wall Connection Sniffer Piece. Also works on doors. And you see nothing when the door is opened.
* Column ( 2 high, can not be walked)
* Statue in Outdoor

* 3 Glassblockwalls
* 3 Glass Roads
* 4 new Windows

* New Race
The Mogrys
6 Mens Character Designs
6 Women Character Designs

* New Enemy:
* Soul of the Damned: 4 enemies, different levels
* Jungle biters
* Sand Shark
* Bone Guard
* Soul Eater (Soulite carrier)
* Nastier badger

* New Armors and Weapons
* Bleeding forgiveness - Lifesteal-ax
* The Unclean One - Infestor-ax
* Golden Haste Helmet buildable
* Deymonite armor, custom effects

* New Workshop and new ITE
* Soulite: ITE, armor and manufacturing, custom effects

* 4 toys, 2 with activation (needs a battery) Happymaker-Effect

* Chemitry
* Zone Chemistry Lab
* Chemistry Lab (Workshop)
* Essence Extractor (Workshop)
* Chemical Drink - "Gelalimo" in green, red and blue
* 6 raw material components of gel
* Battery for toys

* Park system
* New social zone, which would fit with trees and other beautiful things even in the middle of the city.
* 1x1 field size as a minimum.

* Park System Caravan - a Little Cat with a ... crown?
* 4 Pets with Happymaker-Effect

* ITE-Jewel Forge - Gold, Silver and Copper for Necklaces (all with low ATK and DEF values. However But with speed)
* New clothes for workers so that they are faster
* New ITE Items: damaged and Fragment ITEs for the ITE-Jewel Forge
* A New Caravan, who sell ITE and the new ITE-Stuff. His Name is Moggle :lol:

* Explore System:
- Caution: Only One per Map. (New Map needed, Default 12 Surface-Levels, standart maps)

* Arena Creatures and KO-System on 17 Enemys
* Slavemaster: Merchantman for Arena Creatures

* 6 Elves character designs
* 6 Different traits
(different run, work, rest, etc.)
* 4 Dwarf character designs
* 4 Different traits
(different run, work, rest, etc.)
* 42 Male character designs
* 65 Female character designs
* 6 Different traits
(different run, work, rest, etc.)
* Light Orbs including 2 new Lightorbs without column
* 2 new statues, designed for 2 directions
* the dragon egg
* Hang up to 8 paintings (!)
* the burning Armor (now with flames)
* The Headcrusher is blinky ;)
* the Lift System ( 4 variants now)
* 2 new doors (Castle-Style)
* Bones Altar to praise "Deymon" with new reaction
* unused 11 Mayan Blocks, and new, with half block visible when the mouse is over it for all 12.

* Dungeon Wall Replica

New presentation:
New Animated ITEs-Smithy.
Flowers, garden, potted plant, colors, well filled and unfilled, animated mine (with dwarf Power) and animated farms, without the tree on the right.
Hope you have fun with it.

----> The main file is renamed (because of the new mod) in Haggys CompMod. <---


http://townsmods.net/projects/view/57


Spelling mistakes eliminated from the park system, and some others.
The String on the Potplant, the Morgy-Women-graphic bug and other grafic
Correcting a solar effect on the wall. Now the sun seems again from the left.
New graphics for the elevators. Dragon Mod deactived. Too Useless.
A 3 too much, and he slaps the hammer on the head - fixed.


Test Project: Kartoffel-Mod /Potatoe-Mod

http://townsmods.net/projects/view/69

Requires grass or dirt humus.
Also thrives in the Underground.

But also changed the terrain file. Please save your games on it before you try it. Will not be responsible for lost games.
With a new map (Standard-maps) are, except in the desert, wild plant to find.

For all: criticism and suggestions are always welcome. And if you like what want get fitted, you can enjoy the appeal here. :D
Last edited by Haggy on Sat Sep 28, 2013 1:36 pm, edited 29 times in total.
My English is bad. Sorry, but this will not Change.

Schreib einfach in deutsch zurück ;)

Haggys Mod Comp.
User avatar
Haggy
 
Posts: 528
Joined: Sun Apr 21, 2013 3:34 am

Re: More Townies & more

Postby LittleMikey » Tue May 07, 2013 12:58 am

Some nice work! I like your variation of the farms with the animal heads sticking out. They look better then my ones from Towns++, although I have shrunk them down to a 1x1 size.
User avatar
LittleMikey
 
Posts: 986
Joined: Sat Nov 10, 2012 10:32 am
Location: Perth, Australia

Re: More Townies & more

Postby Niranufoti » Tue May 07, 2013 4:13 pm

Wow.... Haven't tried it yet, but that's a lot of new Citizens.

Ein paar tips noch:
  • Du solltest z.B. die Dorfbewohnergrafiken jeweils zu sechst in ein Bild packen und die Paintings auch in ein Bild zusammenfassen, das spart Speicherplatz
  • Anstatt die ganzen, großen Item-grafiken zu kopieren, kannst du das, was du ändern willst in ein Bild packen und einfach in der graphics.ini überschreiben
Niranufoti
 
Posts: 551
Joined: Sun Apr 28, 2013 3:20 pm

Re: More Townies & more

Postby Haggy » Tue May 07, 2013 6:18 pm

First for Nira:
Es spart kaum etwas, ob zu 6er oder einzeln, jedoch kann man einzelne besser einstellen, wenn er Helm oder die Rüstung nicht genau passen sollte. Hab das Problem bei den weiblichen Chars gehabt, könnte einigen Platz sparen, wenn ich anfinge, die doppelten raus zu sortieren. Bei den Männer gibt es keine doppelten, dafür hat jeder seine eigene Grafik-Sheet, was ich persönlich bevorzuge, vor allem wenn ich wieder anfange die gruppierten in komplett Individuelle Charaktere zu verwandeln. Hab leider einige rausgefeuert, ohne es zu wollen.

Das bei den Gegenstände hast du recht. Aber was erwartet man auch um 5.30 Morgens, wenn man keinen Kaffee hat^^

Ist ja erst mal eine v1.0a Variante, werde eh weiter dran arbeiten. Was denkst du über die animierten Dateien?

LittleMikey,
So I know your farmer blue huts, but I would have to do there is not enough space to graphics Moderately something. The paintings are only 1x1, but look bigger. Will there anyway still a lot about working on it, and install more animated things.
I like some of your ideas in your "patch". Also think honestly about it a great mod to do, but my biggest weakness is not something to get ready;) Alone how much work I had put on another mod, only to then fail because of the size of the sprites xD
And since I had a built-in file in the orginal folder that automatic patch from Steam was very, very inconvenient. And almost all gone. And then start again.
My English is bad. Sorry, but this will not Change.

Schreib einfach in deutsch zurück ;)

Haggys Mod Comp.
User avatar
Haggy
 
Posts: 528
Joined: Sun Apr 21, 2013 3:34 am

Re: More Townies & more

Postby Niranufoti » Tue May 07, 2013 6:27 pm

Du könntest ja auch die Townies mit gleicher Kleidung zusammenfassen, das wäre auch insofern sinvoll, da sie ja die gleichen Attributsveränderungen haben. Die Gebäude sehen gut aus, aber ich würde sie in "Animated Buildings" umbenennen, da sich deutsche Namen in einer mehrsprachigen Community nicht so gut machen. Außerdem können die meisten vermutlich kein Ä schreiben.
Ist es Absicht, dass die blauen Männer etwas nach unten verschoben sind?
Niranufoti
 
Posts: 551
Joined: Sun Apr 28, 2013 3:20 pm

Re: More Townies & more

Postby Haggy » Tue May 07, 2013 6:49 pm

Nein, Grund-Einstellung der Daten gewesen. Hab zwar manche nachgeschoben, aber alle hab ich nicht geändert. Die blauen sind nicht die einzigsten, die ich überarbeiten sollte. Manche sind sogar Asynchron, das kann leider beim anpassen passieren. Ein Bit daneben, und schon passt der Helm nicht mehr. Oder der Rest. Ist gar nicht so einfach. Werde auch daran nochmal arbeiten.Wenns hinhaut zeitlich. Die Brustplate ging immer noch am schnellsten^^
My English is bad. Sorry, but this will not Change.

Schreib einfach in deutsch zurück ;)

Haggys Mod Comp.
User avatar
Haggy
 
Posts: 528
Joined: Sun Apr 21, 2013 3:34 am

Re: More Townies V2.3

Postby Haggy » Sat May 11, 2013 9:26 pm

Habs so gemacht, wie du gesagt hast, hat wirklich ne menge Platz gespart...
My English is bad. Sorry, but this will not Change.

Schreib einfach in deutsch zurück ;)

Haggys Mod Comp.
User avatar
Haggy
 
Posts: 528
Joined: Sun Apr 21, 2013 3:34 am

Re: More Townies V2.5

Postby Niranufoti » Sun May 12, 2013 8:07 am

Die Elfen und Zwerge sehen cool aus. Machst du die Grafiken selber?
Niranufoti
 
Posts: 551
Joined: Sun Apr 28, 2013 3:20 pm

Re: More Townies V2.5

Postby Haggy » Sun May 12, 2013 9:49 am

Hab den alten Weißbärtigen aus der Male.png einfach die Beine um 5 und Hüfte um 2 verkürzt, danach die Schuh-Slots und Hosen-Slotes um die selbe menge eingestellt und das war es schon. Danach bei dem Grafikspektrum des Kopfes etwas rumgespielt, um mehr als weißbärtige Zwerge zu bekommen. Ähnlich hab ich das bei den Elfen und den verschiedenen Arbeiter gemacht.
My English is bad. Sorry, but this will not Change.

Schreib einfach in deutsch zurück ;)

Haggys Mod Comp.
User avatar
Haggy
 
Posts: 528
Joined: Sun Apr 21, 2013 3:34 am

Re: More Townies V2.5

Postby Niranufoti » Sun May 12, 2013 11:19 am

Welches Bildbearbeitungsprogramm verwendest du denn?
Niranufoti
 
Posts: 551
Joined: Sun Apr 28, 2013 3:20 pm

Next

Return to Released mods

Who is online

Users browsing this forum: No registered users and 5 guests