Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Enemy post on May 30, 2016, 12:19:47 am

Title: Star Wars:Jawa Fortress [47.05]
Post by: Enemy post on May 30, 2016, 12:19:47 am
(http://i.imgur.com/960Y7KH.png)

In a galaxy far far away...

(http://i.imgur.com/hQXVcFh.png)

(http://i.imgur.com/CzGZQ0k.png)

(http://i.imgur.com/1TU6v98.png)

(https://i.imgur.com/oAsIlpj.png)

Features:
Content from all films and the EU.
Build a Jawa settlement.
Play hundreds of races in Adventure Mode.
Wield a lightsaber!
Get cut to pieces by a lightsaber!
All Star Wars files are contained to their own folders, so this should work with most other mods.
No DFhack required.

Downloads:

47.05 (http://dffd.bay12games.com/file.php?id=14763)
47.05 (Modular, for combining with other things.) (http://dffd.bay12games.com/file.php?id=14764)

Legacy versions:(No longer updated)
44.12 (http://dffd.bay12games.com/file.php?id=13217)
44.12 (Modular.) (http://dffd.bay12games.com/file.php?id=13216)
43.03 (http://dffd.bay12games.com/file.php?id=12100)
34.11 (http://dffd.bay12games.com/file.php?id=12101)

Spoiler: Credits (click to show/hide)

Spoiler: Changelog (click to show/hide)

Spoiler: Notes (click to show/hide)

Feel free to use any and all parts of this mod in your own mods.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: GM-X on May 30, 2016, 12:34:42 am
100 Star Wars adventure races? Impressive.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: ZM5 on May 30, 2016, 05:47:30 am
Very nice. Star Wars with DF-style combat sounds like it'd be an edgy reboot.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: NRDL on May 30, 2016, 06:27:27 am
Just finished KOTOR literally today.  This is certainly up my alley.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Enemy post on June 05, 2016, 12:36:35 pm
Corrected some bugs, I had forgotten to add spitting when updating from 34.11. Also, the First Order troopers were all naked. The files have been updated, if you don't want to download the update, add this to the entity_firstorder file to correct the troopers.


   [ARMOR:ITEM_ARMOR_FIRSTORDERBREASTPLATE:COMMON]
   [GLOVES:ITEM_GLOVES_FIRSTORDERGAUNTLETS:COMMON]
   [HELM:ITEM_FIRSTORDER_HELM:COMMON]

   [SHOES:ITEM_SHOES_FIRSTORDERBOOTS:COMMON]
   [PANTS:ITEM_PANTS_FIRSTORDERGREAVES:COMMON]

Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Cormack on June 15, 2016, 02:54:23 pm
Please limit it to old trilogy lore! The Force Awakens is worse than Phantom Menace  >:(
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: milo christiansen on June 15, 2016, 03:45:14 pm
Please limit it to old trilogy lore! The Force Awakens is worse than Phantom Menace  >:(

+1

At least the clone wars (indirectly) spawned clone commandos...
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Ekaton on June 15, 2016, 04:59:14 pm
+1

Didn't like The Force Awakens either.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: ZebioLizard2 on June 15, 2016, 05:28:38 pm
I want the full deal! Force awakens too.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Enemy post on June 16, 2016, 08:15:21 am
Please limit it to old trilogy lore! The Force Awakens is worse than Phantom Menace  >:(

+1

At least the clone wars (indirectly) spawned clone commandos...
+1

Didn't like The Force Awakens either.

If I took out all of the non-OT content, the mod would be a lot smaller. In particular, most of the animals and droids would be gone, including almost all fish. Are you sure you'd want that? Would you prefer a version with only OT civs?

I want the full deal! Force awakens too.
That will remain the standard, thanks!
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: milo christiansen on June 16, 2016, 11:49:39 am
Animals and droids are fine in my book, but the other stuff would be better replaced with something else.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Enemy post on June 16, 2016, 01:36:29 pm
It'd be pretty easy to erase the civs you dislike from the game, their entity files are all separate, except for the 34.11 version. That should eliminate most of the unwanted non-OT content.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Bosse323 on June 16, 2016, 05:24:42 pm
Would there be the Vong involved with this mod.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Enemy post on June 16, 2016, 05:31:25 pm
Would there be the Vong involved with this mod.

Not yet, but I think I'll add them eventually.
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: Enemy post on June 26, 2016, 01:26:05 am
I've updated to the 32-bit version of 43.04, since my computer can't currently run 64-bit. Older versions of this mod are available on request if I still have them.
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: Teneb on June 27, 2016, 01:25:01 pm
I've updated to the 32-bit version of 43.04, since my computer can't currently run 64-bit. Older versions of this mod are available on request if I still have them.
It's quite likely that there will be no changes on the raw side of things. Didn't see any in the test version, but didn't look to hard either.
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: Enemy post on June 27, 2016, 04:39:46 pm
It's quite likely that there will be no changes on the raw side of things. Didn't see any in the test version, but didn't look to hard either.

I'll probably keep it updated then, if Toady continues to provide 32-bit versions.
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: Ardent Debater on July 01, 2016, 04:04:40 pm
Enemy post, I've just downloaded this mod and have played it for the past two hours, and I can tell you, without any hesitation, that this is one of the best Adventurer mode mods I have ever played. It's an awesome mod and you should feel awesome for making it. I think that this mod would be perfect for a Community Fortress, but sadly, I don't have the time to do one.
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: Enemy post on July 02, 2016, 11:49:42 am
Enemy post, I've just downloaded this mod and have played it for the past two hours, and I can tell you, without any hesitation, that this is one of the best Adventurer mode mods I have ever played. It's an awesome mod and you should feel awesome for making it. I think that this mod would be perfect for a Community Fortress, but sadly, I don't have the time to do one.

Thank you very much, that means a lot! I'd like to see a community fortress too, that sounds fun. I'm bad at Fortress though.
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: ZM5 on July 02, 2016, 02:34:50 pm
I'd definitely be up for it as well, even though I'm also not that good at fort mode. Modded community fortresses in general don't pop up often enough.

I suppose now that there's a Discord channel for DF it'd be easier to set up since it's more immediate. Still, we'll see.
Title: Re: Star Wars:Jawa Fortress (43.03, 42.06, 34.11)
Post by: Bosse323 on July 03, 2016, 02:24:27 pm
Would there be the Vong involved with this mod.

Not yet, but I think I'll add them eventually.

Sweet, I can't wait for them.
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: Enemy post on July 03, 2016, 04:15:08 pm
Here's a preview for the Vong.

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_AMPHISTAFF]
[NAME:amphistaff:amphistaffs]
[ADJECTIVE:living]
[SIZE:1200]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:1:100:bite:bites:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:1:10000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:EDGE:9999999999999:6000:slash:slashes:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:1:10:lash:lashes:NO_SUB:5000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_BAD_MULTIATTACK]
Title: Re: Star Wars:Jawa Fortress (43.04, 42.06, 34.11)
Post by: darkflagrance on July 03, 2016, 10:23:39 pm
Just dropping in to say that lightsaber combat perfectly matches with DF's fighting style. It even cuts through armor now!
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on July 14, 2016, 10:49:15 am
(http://images3.wikia.nocookie.net/__cb20120426040527/starwars/images/thumb/8/85/Yuuzhan_Vong_by_Chris_Scalf.jpg/640px-Yuuzhan_Vong_by_Chris_Scalf.jpg)
The Yuuzhan Vong have been added to the game.

New features include:

The hostile Yuuzhan Vong themselves.


Numerous minor bugfixes.

A shaping secret has been added. Becoming a Shaper will allow you to turn the corpses of your victims into loyal, bloodthirsty Yuuzhan Vong animals.

Feedback is welcome, all versions including 34.11 have the new features.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: jecowa on August 06, 2016, 10:38:02 pm
Enemy post, are you okay with Star Wars:Jawa Fortress being bundled with Lazy Newb Packs?
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on August 06, 2016, 11:01:08 pm
Enemy post, are you okay with Star Wars:Jawa Fortress being bundled with Lazy Newb Packs?

Yes please. I'm very happy to be included. What about when I update? Should I send you the new version?
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: jecowa on August 07, 2016, 12:25:46 am
I was kind of hoping that you would start distributing the pack without the Dwarf Fortress.

From the Cloth Armor mod, I'm wondering if raws in subfolders of the "objects" folder still get loaded. What if all the Star Wars:Jawa Wars raws were kept in a /Dwarf Fortress/raw/objects/Star Wars/ folder while all the vanilla raws stayed at the usual /Dwarf Fortress/raw/objects/ folder? If subfolders get loaded, that would make it pretty easy for both users who want a pre-installed copy and users who want a more modular copy to install it into something else.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on August 07, 2016, 01:03:22 am
I want to keep the raw removals as they are, so I will keep it bundled with Dwarf Fortress. However, it won't be difficult to add a modular option to the downloads.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: KingofstarrySkies on August 07, 2016, 02:00:11 pm
This is quickly becoming one of my favorite mods. Whenever DFhack updates, do you plan on adding any DFhack stuff to perhaps emulate force powers?

Oh yeah that and SITH FORTRESS WHEN
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on August 07, 2016, 03:42:14 pm
This is quickly becoming one of my favorite mods. Whenever DFhack updates, do you plan on adding any DFhack stuff to perhaps emulate force powers?
I'm glad you liked it, thanks for letting me know!

I don't use DFhack, so I hadn't planned on adding it. Instead, I use default raws where I can to simulate the Force.
Oh yeah that and SITH FORTRESS WHEN
How's this? (https://www.dropbox.com/s/fhlnj8qne118may/sithvariant.zip?dl=0) Just overwrite the existing raws that these replace. If you run into problems, let me know and I'll see if I can fix it.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on August 15, 2016, 07:26:16 pm
I updated again.

Changes:
All civs now have a Locally Important background.
Made worrts and womp rats [HUNTS_VERMIN] creatures.
Made womp rats cheaper.
Made AT-RTs more expensive.
Made rancors able to appear underground.
Banthas are no longer grazers.
Added 360 degree vision to Jedi & Sith.
Obsolete instruments have been removed.
For modders, a "modular" folder has been added to each version. It contains copies of all raws, so you can paste them directly into another mod as long as the default raws are present.
Also several minor bugfixes and improvements.

I'll be thankful to hear of any bugs you find.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: KingofstarrySkies on August 15, 2016, 07:40:58 pm
Less of a bug and more of an oddity, I think: I rarely ever see any quests besides beasts, and the beasts are ALWAYS sarlaccs, rancors, and AT-AT's. It's super weird and makes adventuring hard.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on August 15, 2016, 07:47:04 pm
That's odd, I don't get that issue. Could you send me your save?
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: KingofstarrySkies on August 15, 2016, 07:48:08 pm
Sure, in about an hour or so. Will put it into this post.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on August 15, 2016, 08:22:27 pm
Thanks. I do get individual NPC's whose only complaint is a sarlacc somewhere, but it usually goes away when you ask about Troubles again unless the location has no other issues. What version are you playing?

*Edit, so I genned a larger world than usual. I'm seeing a lot of AT-ATs, and some other megabeasts. I wonder why that is.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on August 27, 2016, 11:55:12 am
What just happened to my DFFD pages? Apparently I just got roughly 70 downloads overnight spread evenly across versions. Usually I get 1-3 a day, with nobody ever downloading 34.11. Also, the average downloads/day ratio doesn't seem to have changed.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: jecowa on August 27, 2016, 06:07:23 pm
It's the weekend and Dwarf Fortress has been gaining some spotlight in some No Man's Sky discussions.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: jecowa on September 01, 2016, 09:59:07 pm
I think the [CIV_CONTROLLABLE] tag in "entity_starwarsjawa.txt" might need to changed to the [SITE_CONTROLLABLE] tag to make the Jawa playable in Fortress mode.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on September 02, 2016, 12:39:00 am
The jawas are working for me, but thanks for the help. I'll update that tag next release.

While I'm posting, I'm still not sure what's up with the beasts. What I did notice was that when I went to the NPC who was "well traveled" I got the normal line of quests. I haven't been working on Dwarf Fortress much in the past couple of weeks though. I don't know why KingofstarrySkies was getting a bunch of rancor quests with the others, since they aren't megabeasts.

I'm curious what people think of the lightsaber combat, as well.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: KingofstarrySkies on September 02, 2016, 01:00:27 am
It was sometimes rancors, but usually it was AT-ATs and sarlaccs.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on September 06, 2016, 01:18:22 am
Update 6 is out.

The changes are:

Added [EXTRAVISION] to Jedi and Sith.

Corrected lack of sweat and tears.

Removed unnecessary GELDABLE tag on sarlaccs.

Gave geonosians necks.

Fixed a formatting error in the droideka description.

Switched the jawas' [CIV_CONTROLLABLE] tag to [SITE_CONTROLLABLE]

Gave AT-TE's the ability to climb.

Made Jedi more likely to get in wars.

I felt bad about saying there was Holiday Special content, since there was actually very little. It was just the dinosaur Boba Fett rides, the other red one, a bird, and Boba Fett's gun. To rectify this, I have added six new Holiday Special races to the Alien, Pirate, Rebel, Jedi, and Sith civs. They are: the two aliens that Harvey Korman plays, Y'bith, Dashade, Hamadryas, and Tintinnia. I also added rare Life Day robes to the Wookiees.

Thanks for the first 500 downloads!

As always, feedback and bug reports are appreciated.

Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: TalonisWolf on September 27, 2016, 10:40:52 pm
...Well. This is most impressive.

PTW.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on September 28, 2016, 01:12:28 am
...Well. This is most impressive.

PTW.
Thanks!
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Dustin on October 13, 2016, 06:39:08 pm
ok so quick question, is this dwarf mode compatible?
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on October 13, 2016, 06:42:03 pm
You're talking about fortress mode, right? You can play that, the playable race is jawas.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Dustin on October 13, 2016, 07:13:10 pm
ok, thanks, if you want i can help mod, and test
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on October 13, 2016, 09:39:19 pm
If its no trouble, I'd be happy to hear what you think of the lightsaber combat and seiges.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on November 20, 2016, 11:00:50 pm
I've updated again, making some changes I felt were needed.

Jedi and Sith have had their combat skills nerfed. They shouldn't be unbeatable anymore. Giving them Grandmaster skills was a dumb design choice. On a positive note for Force-users, they can now sense creatures through walls like a vampire.

Rebel pilot suits are now available to that faction.

I changed the "landspeeders" back to normal wagons. I don't want the player to lose those first few logs in a treeless embark.

Savrips are now a separate troll-like creature rather than a member of the megacreatures.

Also other minor tweaks and bugfixes.

Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Arcturus on November 21, 2016, 12:28:45 pm
I've updated again, making some changes I felt were needed.

Jedi and Sith have had their combat skills nerfed. They shouldn't be unbeatable anymore. Giving them Grandmaster skills was a dumb design choice. On a positive note for Force-users, they can now sense creatures through walls like a vampire.

Rebel pilot suits are now available to that faction.

I changed the "landspeeders" back to normal wagons. I don't want the player to lose those first few logs in a treeless embark.

Savrips are now a separate troll-like creature rather than a member of the megacreatures.

Also other minor tweaks and bugfixes.

Started to work on art for the game. This is going to take forever from what I see. This is my first time making art I have other people's work for inspiration. I will see how far I get in a month. Oh and with your permission of course Enemy. Can I do it?
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on November 21, 2016, 12:48:32 pm

Started to work on art for the game. This is going to take forever from what I see. This is my first time making art I have other people's work for inspiration. I will see how far I get in a month. Oh and with your permission of course Enemy. Can I do it?

That's great, I look forward to seeing what you make. Are you talking about a tileset?
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Arcturus on November 21, 2016, 01:59:07 pm
That's great, I look forward to seeing what you make. Are you talking about a tileset?

Yeah I'm making the base set right now. Should have it done in a couple days.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on November 21, 2016, 02:15:06 pm
I'm looking forward to seeing it. Thank you very much for making the set. I may have to change some tiles, there might be overlap somewhere in there. Tell me if you find any problems.

Now I just have to figure out how to install tilesets...
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: oh on November 21, 2016, 02:36:58 pm
It's pretty wonky that you're including stuff from the old and objectively superior canon like Yuuzhan Vong, but are also including stuff from the new canon like The Force Awakens.

I'll leave you to decide whether wonky is good or not (although the mod is good :)
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on November 21, 2016, 02:44:24 pm
...the old and objectively superior canon...

You sound a lot like me. (:

On canon, I mostly paid it little mind. I deliberately included strange stuff like Republic-era clone troopers, Imperial stormtroopers, and First Order troopers all potentially coexisting at the same time. I also mixed Legends and Disney canon at will. Try watching an AT-ST in a non-combat situation as well.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: ungeniusidea on November 30, 2016, 07:34:17 pm
Hey, so everytime I try to open the zip file for the latest version of this mod I get an error message. It says I can't open the file as an archive.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on November 30, 2016, 07:48:27 pm
Weird. I'll investigate when I get a chance. Anyone else having this problem?

*Whoops, didn't meant to lock the topic.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on November 30, 2016, 10:07:47 pm
I tried it on my end, and I was able to unzip and download it fine. I'd recommend redownloading it and if that doesn't work, we can try something else.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: ungeniusidea on November 30, 2016, 10:37:21 pm
It's working now. Thank you.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on November 30, 2016, 10:47:58 pm
You're welcome.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Dunamisdeos on December 10, 2016, 11:43:34 am
I WANT TO BE AN EWOK SITH.

YOU DO NOT KNOW THE POWER OF THE YUB SIDE OF THE FORCE.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on December 10, 2016, 11:48:58 am
I WANT TO BE AN EWOK SITH.

YOU DO NOT KNOW THE POWER OF THE YUB SIDE OF THE FORCE.

Thats...actually already an option. Just make a Sith character and hit g to scroll through castes until you find ewoks. It may take a little while though.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Dunamisdeos on December 19, 2016, 07:59:55 pm
I want you to understand that FUZZLEWUMPUS FURFACE, newly minted Sith Ewok, is an unmitigated badass. Also for some reason he started out wearing nothing but silk undies and armed with an amphistaff. He obviously has some very interesting stories to tell.

Love this mod.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on December 19, 2016, 08:53:39 pm
I'm glad something I made worked out so well. Also, I haven't seen Rogue One yet, but I'm planning a large update shortly after I do. I won't be reading any more comments here until I see the movie. I had Force Awakens spoiled for me by a troll.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: ☼Another☼ on December 19, 2016, 09:01:51 pm
Is there the option to get 43.03? I prefer to play with the LNP, and that is it's latest update. I'm fine without though.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on December 20, 2016, 02:16:45 am
I'll update the 42.06 version to 43.03 after I see Rogue One.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: ☼Another☼ on December 20, 2016, 10:11:56 am
Allright, thanks!
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on December 29, 2016, 06:46:44 pm
(http://img.lum.dolimg.com/v1/images/rogueone_onesheeta_1000_309ed8f6.jpeg?region=0%2C0%2C1000%2C1481&width=480)
(http://cdn.akamai.steamstatic.com/steam/apps/32400/header.jpg?t=1479343411)

Update 8 has been released:Rogue One and Dark Forces.

Spoiler: New creatures (click to show/hide)


Spoiler: New weapons (click to show/hide)

Lots of little tweaks and bugfixes as well. Notably, stormtroopers now come in several varieties. They all wear the same armor though, I can't help that.

On another note, I've switched the versions available to 43.05 and 43.03. I will not be updating 34.11 anymore. It's much more trouble than it's worth since nobody downloads it, but I effectively have to remake things all the time to make them fit.

Also, RIP Carrie Fisher.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Dunamisdeos on December 29, 2016, 07:47:41 pm
This is a clever update.
Title: Re: Star Wars:Jawa Fortress (43.05, 42.06, 34.11)
Post by: Enemy post on December 29, 2016, 08:07:00 pm
Thanks. I hadn't actually intended to make the connection, I just added Dark Forces because ZM5 suggested it.
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: SolidSlater on January 07, 2017, 01:50:05 pm
Hi! Great mod - has a tileset been released yet? I remember earlier you said you would make one and I think a tileset would be so cool :D
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: Enemy post on January 07, 2017, 01:56:15 pm
Thanks, there's no tileset. Arcturus said he might make one, but I haven't heard back from him since. I'm not sure if it's really possible without changing things, since the mod relies on castes so heavily. I don't know how tilesets work though.
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: Dunamisdeos on January 07, 2017, 03:18:52 pm
That is actually the only thing that throws me off.

I need my terrain tileset. :(
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: SolidSlater on January 07, 2017, 03:50:42 pm
No problem! thanks for the response!
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: Enemy post on January 07, 2017, 04:10:56 pm
That is actually the only thing that throws me off.

I need my terrain tileset. :(

I don't know if I can do anything, but which one do you use?
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: Enemy post on January 08, 2017, 10:25:49 pm
No problem! thanks for the response!

You're welcome!
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: Dunamisdeos on January 09, 2017, 01:31:38 pm
That is actually the only thing that throws me off.

I need my terrain tileset. :(

I don't know if I can do anything, but which one do you use?

Pheobus, generally. I could probably install it manually.
Title: Re: Star Wars:Jawa Fortress [43.05] (Rogue One/Dark Forces update)
Post by: Enemy post on January 09, 2017, 05:08:49 pm
Yeah, I don't know anything about tilesets. If you can install it without needing to override creature graphics I guess it would probably work. I didn't change anything related to plants or terrain.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Arthropleura on January 28, 2017, 03:18:37 pm
I played around with some of the bigger War Droids. They all seem ridiculously fragile, being easily chipped in the CPU by copper slicing knifes.  A few are also missing body parts they should probably have, such as the Tank Droid's outrigger tracks, and the Hailfire Droids hoop wheels.

Droidekas also tire, but are nonetheless extremely badass even without a shield.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on January 28, 2017, 04:38:48 pm
Thanks, next time I update I'll tweak those droids.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 02, 2017, 12:54:40 am
I've updated again.

This is the first part of a major update meant for both Clone Wars series and Rebels content. I meant to rework the droid materials as Arthropleura suggested, but I updated early to fix a crashing bug.

Changes:

Added 44 new creatures from Clone Wars.

Stormtroopers now have variant castes.

Kaminoans have been removed and absorbed into the megaraces, without their cloning interaction. It was causing crashes.

Handless, intelligent droids have been given interactions to clean themselves. Hopefully that'll stop the error spam.

28 new weapons, mostly just blasters.

Lots of little tweaks and adjustments.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Dunamisdeos on March 03, 2017, 04:42:45 pm
You are quite prolific, sir.

Applause.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 03, 2017, 04:44:16 pm
Thanks.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: LordBalkan on March 15, 2017, 01:57:37 pm
Well I don't fully understand DF !!Science!! but I've started a new game on this AWESOME mod and decided to be a Sith Adventurer. The thing is... which skill should I upgrade to be a great lightsaber user? The selectables are "Marksman", "Axeman", "Hammerman" and "Archer". I know that probly isn't "marksman" or "archer". But I don't think that "hammerman" or "axeman" have a direct relation to lightsabers...
So... what to do now?  :-\
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 15, 2017, 02:29:29 pm
Lightsabers are controlled by the Sword skill, which for Sith is referred to as Warrior. For Jedi, the skill is called Knight.

If it's not on the list of your possible skills, I suspect that you're not really in a Sith civ, you're making a descendant of Sith conquered by some enemy and now living in their culture. I would guess Ewoks, from the Archer skill being in there. Maybe you can try a different starting culture, the Sith might still be alive somewhere else.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Dunamisdeos on March 15, 2017, 03:38:33 pm
My ewok sith is the best, even though he has an amphistaff.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 15, 2017, 03:49:45 pm
Furface is still around?
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: LordBalkan on March 15, 2017, 04:33:45 pm
Oh GOD!!

So, I've started an adventure as I said. The said civ was "Sith" and while I was choosing my gender I've found "Pure Sith", not ewok as u said but no problem.
Start a conversation with closest "sith" and asked him to bring the recent problems. Wrote the name of place that the "bandits" where seen the last time, call a random hunter to follow me in case of boogey come after me, strap some food and water and (shift+t) to embark in my personal adventure.
To be quick, I reach the said place called "The Convenient Citadel" a keep which the bandits were seen.
The first humanoid was a Wookie Swordsman. The other one was a gungan pikeman. The keeper has nothing to do with the bandits, so I guess that the targets were the other ones.
Get close to the wookie and started to attack him with the "vibroblade", missing every attack. He runs out of the keep and the bard was left behind.
He had a electropole but wasn't a challenge. When he run out of the keep as his partner, I saw no way other than run after him. The combat was fast, picked all his equipment to myself and met with my dumb companion that was late as hell running like a crazy to find me.
Well... while I was walking back to the keep the Wookie, that wasn't on my "radar" suddenly appears behind me, stabbing my left hand (the one with the vibroblade). Lost control of it, of course, but quickly take out of my bag the "Fusion Cutter".
The combat was also fast. Each movement that I performed, the Wookie Swordsman deflect with his Ryyk Blade and stab me again into other place of my body.
After 5 movements I was laying on the ground, bleeding and sick.
Remembered that I had the natural skill to "Use the force" and tried to use against him as the last resource.
Well, was indeed the last resource that did nothing against him. He last stab his blade into my skull ending my days for good.

That's it. Funny as always.
Spoiler (click to show/hide)
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 15, 2017, 05:12:38 pm
Too bad the character died so soon. The accuracy of Force pushing is controlled by the Thrower skill. It works the same way for Mandalorian's wrist lasers and the Vong's thudbugs.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Dunamisdeos on March 15, 2017, 05:27:38 pm
Can you learn other force abilities, like lightning?
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 15, 2017, 05:50:10 pm
No, sorry. I've thought about making other Force powers, but the problem is that if a Dwarf Fortress NPC can use an aggressive interaction, they spam it every chance they get. I'd prefer Force-users to rely mostly on swordfighting.

I had an idea for Sith to be able to choke people in the same context normal people would spit. I haven't done it yet though, and I'd like to work on some non-Star Wars ideas I've had.


Thanks for telling me how your adventure went, Lord Balkan. I always appreciate getting to see how people play the mod.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: LordBalkan on March 15, 2017, 06:22:31 pm
No, sorry. I've thought about making other Force powers, but the problem is that if a Dwarf Fortress NPC can use an aggressive interaction, they spam it every chance they get. I'd prefer Force-users to rely mostly on swordfighting.

Lol, AI is a bad looser.

I had an idea for Sith to be able to choke people in the same context normal people would spit. I haven't done it yet though, and I'd like to work on some non-Star Wars ideas I've had.

:o Choke? That would be Nice!!!! About the other non-SW ideas, take your time :P

Thanks for telling me how your adventure went, Lord Balkan. I always appreciate getting to see how people play the mod.
As I said, was very funny. I started again with same "Sith" civ, this time "Warrior" skill was available!!! And now I'm a Chagrian that begun with a vibrosword . Hope is better then a vibroblade heheheheh.

By the way... how can I get a lightsaber??
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 15, 2017, 06:31:20 pm
If you have Warrior as your highest weapon skill and you're in a Sith civ, you should spawn with a lightsaber. You'll know you're in a real Sith civ if you get an option to start as an Inquisitor.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: LordBalkan on March 15, 2017, 07:57:48 pm
If you have Warrior as your highest weapon skill and you're in a Sith civ, you should spawn with a lightsaber. You'll know you're in a real Sith civ if you get an option to start as an Inquisitor.

You mean like, "Peasant", "Hero", "Demigod" kind of thing or "Peasant", "Important Figure" menu???
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 15, 2017, 08:04:20 pm
The peasant/important figure one.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: LordBalkan on March 16, 2017, 11:48:42 am
Sad... already generated 3 different worlds and any of them the sith/jedi had a third option on "Locally Important/Peasant" screen. I'm always choosing Demigod and putting high levels in warrior/knight skill but haven't success yet.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 16, 2017, 11:54:49 am
What do you mean by a third option?
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: LordBalkan on March 16, 2017, 11:57:47 am
What do you mean by a third option?
If you have Warrior as your highest weapon skill and you're in a Sith civ, you should spawn with a lightsaber. You'll know you're in a real Sith civ if you get an option to start as an Inquisitor.

The "Insquisitor" one.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 16, 2017, 12:33:17 pm
Weird, I haven't experienced this problem. I just tested it, and I was able to spawn with a lightsaber. I'd like you to be able to get a lightsaber, so I made this.

Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: LordBalkan on March 16, 2017, 01:16:46 pm
Weird, I haven't experienced this problem. I just tested it, and I was able to spawn with a lightsaber. I'd like you to be able to get a lightsaber, so I made this.


OHH!! Thought it was like an option "Peasant, Locally Important or Inquisitor". Thats why I said I never seen the third one, lol.
Ty for explaining.
I'll go back to game to slash some arms hehehehehe
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on March 16, 2017, 01:18:25 pm
You're welcome. A bit of a warning, NPC Jedi and Sith are naturally Adept swordsmen and dodgers, so you'll need better than that to fight them fairly.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on April 02, 2017, 09:46:23 pm
I released a minor update.

A Twitch streamer named Nookrium played Jawa Fortress and I felt the need to fix a few mistakes.

The most notable changes are that Jedi and Sith no longer have 360 degree vision, the bug preventing Jawas and Gungans from gaining swimming skill is fixed, and banthas now produce blue milk.

Here's Nookrium's channel. (https://www.twitch.tv/nookriumtv)
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Dunamisdeos on April 03, 2017, 08:54:09 pm
I released a minor update.

A Twitch streamer named Nookrium played Jawa Fortress and I felt the need to fix a few mistakes.

The most notable changes are that Jedi and Sith no longer have 360 degree vision, the bug preventing Jawas and Gungans from gaining swimming skill is fixed, and banthas now produce blue milk.

Here's Nookrium's channel. (https://www.twitch.tv/nookriumtv)

Congrats :D
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on April 03, 2017, 09:10:20 pm
Definitely didn't find it by regularly Googling my mod's name...
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Arthropleura on May 24, 2017, 04:01:13 am
Back again to nitpick your droids. The FX series this time.

Seems to have two humanoid arms and six non functional manipulator arms.

Should have one Main Manipulator arm and 20! Light manipulator arms, some with tools no doubt.

Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on May 24, 2017, 09:51:51 am
Back again to nitpick your droids. The FX series this time.

Seems to have two humanoid arms and six non functional manipulator arms.

Should have one Main Manipulator arm and 20! Light manipulator arms, some with tools no doubt.

I wonder why I made them the other way the first time. I'll check on them when I update the droids. Thanks for reviewing them. Sorry I haven't got around to fixing the droids yet. I think I should try giving them multilayered bodies made of metal.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 15, 2017, 03:30:05 pm
(http://i.imgur.com/wnxT1U3.png)

I've finally released Update 10:Animation and Droids:AKA This Isn't Dead.

This update includes the rest of the content for both Clone Wars animated series and Rebels as of Season 3.

Droid bodies have been heavily reworked. Their bodies are now multiple layers of metal rather than a solid mass. Droids should no longer be able to breed.

Separatist battle droids have been changed. B1s, super battle droids, droidekas, magnaguards, and the new tactical droids are now together as one civ.

There is now a preinstalled download available for 64-bit 43.05 along with the 32-bit version.  Since DFHack is now beyond 43.03, the 43.03 version of this mod will no longer be updated past this release.

Also various bugfixes and minor changes.


Spoiler: New animals (click to show/hide)

Spoiler: New droids (click to show/hide)
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Dunamisdeos on August 16, 2017, 01:39:46 pm
This mod has more sheer content than nearly any other I've seen here in the forums.

Wowee
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 16, 2017, 02:07:04 pm
This mod has more sheer content than nearly any other I've seen here in the forums.

Wowee

[SELECT_CASTE:DUNAMISDEOS]
       [APPLY_CREATURE_VARIATION:THANKS]
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 16, 2017, 05:46:03 pm
I've been hearing great things about this mod for a while, so I finally downloaded it. Will begin playing later tonight.

This is going to be fun.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 16, 2017, 06:47:30 pm
I hope you enjoy it. Feel free to ask any questions you have while playing.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 16, 2017, 07:28:56 pm
I went Storm Trooper, except I wound up starting in a Mando civ. My character was not amused. After not locating the local chief in the keep, I swapped out my copper, iron, and bronze gear for steel, including trading that Westar pistol for a carbine. By the time I found the chief, I'd already gone from Journeyman Protector to outlaw out for blood, so when I stumbled on the chief in a lowly cabin, I put bolts into her until she died.

I have ten kills to my name and I've gone up a few ranks in marksman to Expert level. I thought Armor skill would be relevant, but it turns out that's under Riot stormtrooper for my character, right? I took, like, one or two actual hits and that's the skill that popped up from them.

Probably my biggest problem is that the mandos have those jetpacks, so they don't need their legs to run away.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 16, 2017, 07:49:05 pm
Riot stormtrooper is Hammer skill. You probably got that XP by melee attacking people with your blaster.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 16, 2017, 08:09:18 pm
Interesting. The only melee I've directly done has been grappling. I might have walked into somebody. It's sometimes hard to see people in the midst of battle.

ETA: Yup, definitely from hammering. I did it intentionally and it boosted the skill level a bit. That campaign ended with me running low on bolts and trying to take out a Mando marksman. Predictably, I died. Fun run. Will do another in a bit. Maybe this time I can get settled in the right civ and actually be a warrior for them.

ETAA: Second run went worse. I hooked up with the first order and got ambushed by rogue elements. Killed fast, took no one with me.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 16, 2017, 09:12:23 pm
Too bad. Was the first stormtrooper First Order?
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 16, 2017, 09:28:49 pm
Nope, just a regular trooper.

Third trooper is a First Order, but I got bored for now so I just started shooting and beating up the local drunks. This is how adventure mode goes for me if I'm not actively building my own settlement and building up my renown.

Is shield skill any use in this one? Shields are usually how my characters stay alive longer.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 16, 2017, 09:36:10 pm
You can get a shield if your civ has them. The civs that have access to shields are First Order and regular stormtroopers, gungans, and wookiees.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 16, 2017, 10:02:09 pm
I'll remember that for next time. How well do they work in this mod?
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 16, 2017, 10:10:24 pm
The same as normal.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 16, 2017, 10:16:22 pm
Yup, definitely going for them next time. Shield plus rifle will be a strange but fun combo.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 20, 2017, 12:20:28 am
Okay, so went for Fortress mode this time. Jawas, of course. It plays a bit differently than dwarves, considering you don't get armor and your melee weapons are basically axes or batons. So I built my ground level defenses as a shooting gallery with a three-deep, three-wide moat in front of it to ward off enemies. I'm working on one side at a time. I currently have a squad of two marksjawas firing at targets in a barrack adjoining the gallery, with a door to keep enemies from seeing them.

So far the training goes well. Even sent the militia captain out to beat the crap out of a droid to see what could be done with the body, but not sure if/how I can use it.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 20, 2017, 12:25:34 am
I'll be interested to hear how your fortress works out, since I'm a lot less experienced with Fortress mode. Any problems so far?

Jawas being weaker than dwarves is intentional. Also, they can go without alcohol and don't cave adapt.

I'm not actually sure if you can use the droid corpse for anything. I'm pretty sure you couldn't before, but I just changed them.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 20, 2017, 06:46:13 am
You can't. I realized that when I realized I have a Protocol Droid mason and remembered them being sentient. They count as people, which makes sense, so their corpses aren't butcherable. If I had thought about that before, I would not have killed that one.

ETA: Spring is too crowded. I just got to the caravan section and there's three of them. So far. One from aliens, one from clones, and one from Gungans.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 20, 2017, 09:21:52 am
There are some non-sentient droids, maybe you can butcher those. I'll see about spreading out the caravans next time I update.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 20, 2017, 07:48:26 pm
That ought to help. I mean, there's only so much I have to trade at any given time. Though there's a lot of minerals here, and I've got a ton of tetrahedrite for making silver and copper. Even found a nice bituminous coal vein for coke production.
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Enemy post on August 20, 2017, 07:49:50 pm
What kind of biome is it?
Title: Re: Star Wars:Jawa Fortress [43.05](Animation and Droids update)
Post by: Urist McVoyager on August 20, 2017, 11:51:26 pm
I forget. There's plenty of trees, it's warm enough that there was no notable freezing and I've got a lake nearby.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on September 01, 2017, 06:17:09 pm
Whoops. I discovered that the evil civs had at some point decided to stop attacking the Jawas. I've given them [ITEM_THIEF] as a hopefully temporary fix for this issue.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Terry Lennox on September 06, 2017, 10:29:34 am
I have a question Enemy Post.  I am just installing the mod on DF 0.43.05-r9 and I was wondering what should I remove to remove Dwarven, Elven elements from the game?  Having plump helmets, dwarven rum and such along Star Wars stuff is jarring.

Also a little documentation about which creature does what.  SO MANY DROIDS to choose on embark...I'm being too tempted to spend all the points on bringing gonk droids.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on September 06, 2017, 11:41:34 am
What do you mean by -r9?

Anyway, you can't get rid of the vanilla plants and minerals and such. Replacing them all with Star Wars plants would be a major update, and Star Wars is often vague about its plants, or is shot in actual forests. The minerals would be a similar issue, but easier. Along with the actual modding, it might confuse players to not have the food and minerals they're used to. You could get rid of the "dwarven" tokens on various kinds of alcohol by replacing plant_standard with this file. (https://www.dropbox.com/s/4lx6drht56xy9ml/plant_standard.txt?dl=0)

Sentient droids behave essentially like extra members of your fort. They can't be given specific labors, but they'll help with tasks when they want and can sometimes* be added to the militia. Nonsentient droids are more like metal animals. They should be useful in combat or as guards, but you can't eat them or anything like that.

For embark, anoobas and Kath hounds can serve as replacements for dogs, loth-cats and tookas are similar to cats, and nunas and gizkas are like chickens. Albino kath hounds are the rarest and strongest variety. I will make them more expensive next update. There are likely other creatures that work in similar roles, but those are the first that come to mind.

You could spend all the points on gonk droids, however. !!Gonking is Fun!!

I'd be happy to help with any other questions.

*Edit, sometimes. Not sure why it's not all of them. Seems only ones spawned for wagon pulling on embark can be added.

**I think I figured it out. They need to be full citizens to join the militia. They might ask to become citizens after a long time.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on October 02, 2017, 12:46:38 pm
Released an update.

Mostly bugfixes. Notably:

1.Jawas can now use lightsabers captured or purchased from Jedi or Sith.

2.Aliens have been renamed "settlers". I hope this makes it a bit more clear what they're supposed to be, a sort of generic Mos Eisley civ.

3.Civs active seasons have been rearranged.
Spoiler: Seasons (click to show/hide)

4.Droid immunities are more standardized. Missing tags should be fixed.

5.Viper wasps have been added as a replacement for bees. The beekeeping industry should work now. (http://starwars.wikia.com/wiki/Viper_wasp)

6.The issue with Tuskens almost never generating on small worlds have been fixed.

7.Astromech droids have been split into R2s and R5s. No real difference, but there's that. Nightwatcher worms have been updated to take their appearance in Forces of Destiny into account.

8.Jawas can have strange moods now.

9.Protocol droids are no longer valid choices for Age naming.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Bolverkr on October 07, 2017, 04:35:45 pm
Is this mod available for Mac? I'm very interested, but everything I could find was Microsoft.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on October 07, 2017, 05:10:36 pm
I've never had a Mac, but try taking the raw folder from Jawa Fortress and replace the default raw folder with it. That might work. Please tell me how it goes.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Bolverkr on October 07, 2017, 11:31:24 pm
Magnificently. Thank you!
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on October 07, 2017, 11:33:50 pm
You're welcome!
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Dunamisdeos on October 09, 2017, 06:45:40 pm
I know I keep saying this but no other mod gets this kind of attention from it's creator. Well done.
Title: Re: Star Wars:Jawa Fortress [43.05]
Post by: Enemy post on October 09, 2017, 07:49:39 pm
I don't think that's true, but thanks!
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Enemy post on November 25, 2017, 02:10:17 am
Jawa Fortress is now updated to the new version. A preinstalled version will be provided later, after the wave of bugfixes is done. For now, you can install the main version by simply replacing your vanilla raw folder, or the modular version by dragging the raws into your objects folder.

Stormtroopers, battle droids, Gungans, Naboo, Tuskens, Clone troopers, Vong, Ewoks, Geonosians, and Wookiees now use appropriate animals.

I also made some minor additions in the 44.02 version, nightwatcher worms have the appropriate number of tongues and I added zalaacas (http://starwars.wikia.com/wiki/Zalaaca). Nothing special about the zalaacas, I just like them. They're tigerlike predators in swamps and tropical forests.
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Zerris on November 25, 2017, 04:36:12 pm
Not sure what happened but after dropping the modular version in with vanilla raws I embarked on a new fortress. And as soon as I unpaused the starting wagon and everything in it exploded and killed everything.

Is there as play guide for this mod?
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Enemy post on November 25, 2017, 04:49:37 pm
Weird, must be duped raws. Sorry for not being clear enough. I'll set up an install to see what's wrong and send you the fixed version.

There's no real guide, but there's advice scattered around the thread. Feel free to ask if you have any questions.
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Zerris on November 25, 2017, 05:00:46 pm
Downloaded the full replacement raws and decided to see if that one will work instead of mixing it with vanilla. Mostly I'm curious though what would be good to have on embark.
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Enemy post on November 25, 2017, 05:15:26 pm
Most of what you want to bring will be the same as in the vanilla game. Ion blasters and stun batons are weapons, fusion cutters are similar to stabbing axes, so they can be tools or weapons. For animals, kath hounds and loth-cats should be good replacements for dogs and cats. Nunas or gizka can be used in the place of chickens. Sentient droids behave a bit like fort members, but you can't give them specific jobs. Only droids who are full members of the fort can be assigned to the militia. Full membership is gained by being present on embark or asking you for it. Usually it takes a few years for them to ask.

I also figured out the problem with the modular raws. I accidentally left in identical versions of the pirate civ and the animals from the Wookiee planet when I made some minor changes to their names. My bad, I'll fix that now.

*Edit, the downloads are updated now.

**Edited again, here's the post-combination raws I promised. (https://www.dropbox.com/s/ozjduvs1l0kfzxy/raw.zip?dl=0)

Thanks for the warning about the duped raws.
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Zerris on November 25, 2017, 05:41:54 pm
No problem, it was kind of shocking on how it pretty much had an almost nuclear detonation radius with everything burning when it happened. Figured reporting it would help :)
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Enemy post on November 25, 2017, 05:44:13 pm
Sounds like an interesting first impression. Please let me know if you encounter any other problems.
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: pikachu17 on November 27, 2017, 05:11:26 pm
PTW
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: sethtnt on November 29, 2017, 02:53:45 pm
Love this mod, and I also enjoy making full use of the droids capability. One thing I've noticed is that droids will follow the same job preferences as migrants, for example, a carpenter will use the carpenters workshop, and you'd have a worker who would do that forever gaining skill in it and never needing a break (Well, other than insanity or if they lose a leg, in which case they'd either be crazy or just sit in the hospital refusing to use a crutch). The only issue with droids (Other than losing legs, which I guess you can just burrow them in whatever area you want them to be in) is that they don't have any sort of natural skill at anything. (I guess maybe if you somehow manage to drive them insane, but it kinda makes sense that you can do that) Mining droids have no ability to actually mine (Assuming you don't import a miner mining droid), and other droids that say they are useful for certain things tend to actually have different jobs that don't actually match up to their description. I guess that this could be intentional, but either way I thought it was worth mentioning. (Great mod, this is the only thing that I don't particularly like; the rest is great)
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: Enemy post on November 29, 2017, 03:02:47 pm
I really should give them appropriate skills sometime, it'll just take some time to go through the whole list and assign appropriate skills. Glad you like the mod, I'll see about their skills next time I update the droids.
Title: Re: Star Wars:Jawa Fortress [44.02] A Sense of Pride and Accomplishment
Post by: TalonisWolf on December 05, 2017, 08:15:40 pm
[snip]

9.Protocol droids are no longer valid choices for Age naming.

The Age of C3PO is upon us, bringing an end to the Era of Jar Jar. 
Title: Re: Star Wars:Jawa Fortress [44.02] Happy Life Day!
Post by: Enemy post on December 25, 2017, 01:54:04 am
I've released a small update. I still haven't seen The Last Jedi, so I haven't added any of that yet besides black BB-8s. Some droids now start with skills related to their function where appropriate. Also, several bugfixes. I won't read any comments here until I see the movie.

*Not much needed to be done for 44.03. Tiny update to get the new trees in for the main version.

**Saw it.
Title: Re: Star Wars:Jawa Fortress:Now With Porgs [44.03]
Post by: Enemy post on January 10, 2018, 07:08:00 pm
(https://i.imgur.com/6DONTK8.jpg)

I've updated to include The Last Jedi's content.

Sentient castes:Settlers, Pirates, and Rebels now have Lanai, Bufopel, Caskadag, Cloddogran, Dor Namethian, Ongidae, Palandag, Suerton, Wermalx, Heptooinian, Xi'Dec.

New animals and droids:Porg, Fathier, Fingerlip garpon, Spetan channelfish, Twinfin hyacander, Thala-siren, Vulptex, MD-15C medical droid, IT-S00.2 medical droid, SE8 waiter droid, First Order AT-ST, and AT-M6(Gorilla walker).

Rakghouls (http://starwars.wikia.com/wiki/Rakghoul) now work again after being absent for a while due to issues with 43.05. However, in certain uncommon cases the game may crash while viewing their descriptions.

Now that civs can have their own pets, Rogue Vong shapers have been removed for lore reasons. The file is still included so they can be reactivated by restoring brackets to their file's OBJECT tag if desired.

A few new weapons have been added, along with numerous small bugfixes.

I've noticed an issue with crashing on large worlds with long histories. That may mostly be my computer, I'll try to figure out what's causing it.

*Tiny update for 44.04.

**Rakghouls are disabled for now due to a potential crash issue.
Title: Re: Star Wars:Jawa Fortress:Now With Porgs [44.04]
Post by: Dunamisdeos on January 13, 2018, 11:22:46 am
OH YEAH DID YOU INCLUDE [plot point that facebook told me to dislike] AS WELL?!?!?!
#CAPSLOCK

Hooray more star wars updates though, for realsies.
Title: Re: Star Wars:Jawa Fortress:Now With Porgs [44.05]
Post by: armads on March 06, 2018, 06:48:37 pm
So I'm dealing with a small crash issue with the mod. I'm using the modular version. First, I added in all the item/material/reactions txt files, but not all the creature or entity files. I did add the building file. I did however, find that I couldn't build guns. So I added the    [PERMITTED_BUILDING:GUN_SHOP] line from the jawa entity file to the dwarf entity file. Also added the  [PERMITTED_REACTION:MAKEIONBLASTER] [PERMITTED_REACTION:MAKEBLASTERBOLT] [PERMITTED_REACTION:MAKESTUNBATON] [PERMITTED_REACTION:MAKEFUSIONCUTTER] lines.

However, while this does allow the gun shop to appear in the workshops menu and allows it to be placed, unpausing the game causes it to crash. Am I missing something or is this part of the mod not available yet?
Title: Re: Star Wars:Jawa Fortress:Now With Porgs [44.05]
Post by: Enemy post on March 06, 2018, 06:53:29 pm
That's odd. I know it works in the full version. I'll try to figure it out as soon as I get a chance. I've also found that the guns and ammo can usually be produced with vanilla workshops. Did you give dwarves the weapons in their standard items bit?

*Ok, I looked into it. I added the raws you mentioned into a vanilla game, and then I was able to build a weapon shop without any crashes. I did discover in the process that the weapon shop's reactions didn't actually yield products. However, the game didn't crash. I'll probably just update soon to eliminate the weapon shop. It's a bit of a design relic, and the metalsmith's force can make the same items if Jawa weapons are available to your civ. As for your problem, could you send me your save so I can see the raws?
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: armads on March 07, 2018, 09:29:20 am
Hm. I think I've found where my issue is. Because my metalsmith's forge doesn't have any of the new weapons or armors in it. What file contains the interactions to make forging those things possible?

If I may make a suggestion as well, it may be good to make a raw or version that lets you just add in the weapons/armors to a standard dwarf fortress game on their own, which would make it easier than trying to figure out how to jerry-rig the entire thing together, haha. I was digging through the various entity files, and I couldn't find a race other than jawas that could actually make any of the weapons or items in question. Assuming of course, that those things are contained in the entity files?

Can I ask what raws you added that didn't cause a crash?
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: Enemy post on March 07, 2018, 11:34:01 am
I added the building file, the item files, the material file, and the reaction file. Then I made the changes to entity_default that you mentioned.

It turns out the building and reaction files are actually unnecessary. If all you want is Star Wars items, then just add the item files. A civ can then start producing your chosen items if you add the items to their entity's item section. For the Jawa's weapons, you need these lines:

        [WEAPON:ITEM_WEAPON_STUNBATON]
   [WEAPON:ITEM_WEAPON_AXE_FUSIONCUTTER]
   [WEAPON:ITEM_WEAPON_JAWABLASTER]
   [AMMO:ITEM_AMMO_BLASTERBOLTS]   

Any other civ's gear should also work the same way, such as giving the dwarves lightsabers from the Jedi or Sith entities.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: armads on March 07, 2018, 01:33:55 pm
hm. Is there a file with all the weapons and ammo in a list then? I'm going to try to readd everything, and then do a quick world gen and see if it shows up this time.

edit: I managed to get the weapons to spawn in and be buildable with some entity editing. Gun shop still crashes the game, but as you said it's not needed.

correct me if I'm wrong, but the way to make creatures force-users, or have the potential, is to add [CREATURE_CLASS:FORCE] to the creature raws, correct?
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: Enemy post on March 07, 2018, 02:00:30 pm
This is all the weapons I found in the various entity files with their appropriate ammunition. These should all be ready to place in whatever entity files you want, though I haven't tried it.

Spoiler (click to show/hide)

These are the weapons Snoke's guards used in TLJ. No civ actually uses them, but these lines should make them work if you want them.

Spoiler (click to show/hide)

There's also a generic lightsaber and blaster in the weapon raws, but those are mostly for copying, testing and in-game art purposes rather than actual use.

What are you trying to make, if you don't mind me asking?
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: armads on March 07, 2018, 04:41:52 pm
Thank you! At the moment, nothing too specific.

Essentially, what I'm trying to do is make the standard races of df function sort of like you intend the races of star wars to function, with the various races having force abilities, or at the very least use the weapons you've provided. The idea being to add a sort of slightly futuristic flair to the game. Maybe add in all the armor as well.

I don't know if the raws as are make it so elves can only use wooden blasters/lightsabers for example. I also don't know if there's a way to make goblins more prone to being dark side than light side or something of that nature.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: Dunamisdeos on March 07, 2018, 04:48:27 pm
Dwarf Forcetress
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: Enemy post on March 07, 2018, 05:07:04 pm
That sounds interesting.

The raws that cause elves to only use wooden gear are WOOD_WEAPONS and WOOD_ARMOR. Both go in the Entity file.

There aren't too many Force powers in this mod so that combat looks more like the movies, but I can help you with what I've got if you have questions. I've got Force Push as a projectile, Force Sense based on vampires, Speed by giving Force users naturally high speeds for movement and attack. They also have natural skill in dodging and swords.

I think goblins will seem fairly "dark sided" in their natural state. You can strongly influence a race's collective personalities with MENT_ATT_RANGE tags in their creature file and VALUE tokens in their entity. With that, their creature's EVIL tag, and their evil ethics they should be pretty evil.

Any plans for creatures?
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: armads on March 07, 2018, 06:07:31 pm
I tend not to add too many races into the game. I do occasionally change things like elves and goblins not having age limits and goblins not needing to eat and the like. But then, I also enjoy experimenting with altering entities and creating civilizations of giant scorpions and the like. In any case, my main goal for the moment is determining if allowing different races to produce these things will create situations where they do, and figure our how often they do so. It doesn't do a civilization any good to possess blasters and lightsabers if they decide to only make crossbows.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: armads on March 08, 2018, 01:40:58 am
Also, found a bit of a bug. I generated a world, and the world had a dying civ that I was a part of. This meant that suddenly, the game made my fortress a barony. This wouldn't be a problem, except it made one of the droids the baron. The problem with this was that, because it is considered a 'pet, when you looked at the nobility screen, the screen says that the baron needs things, but when you try to open the page that you would for any other noble to say what items they need, it brings you to the 'about creature' screen.

So instead of saying 'this entity needs a bedroom!' it gives me the 'this creature has brown plating' screen. Don't think that's how that's supposed to work. Again, I didn't choose the droid to be the baron, the game did that on its own.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: Enemy post on March 09, 2018, 02:40:15 pm
Whoops, I forgot to reply to this. I'll check on the droids next time I update. Thanks for the report.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: armads on March 09, 2018, 03:11:01 pm
No problem!

Another thing I've found in testing on the object testing area is that occasionally, blaster bolts become stuck in wounds, and the other person can remove them and toss them aside on the ground. Not sure if that's supposed to happen. It may just be a limitation of the framework.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: pikachu17 on March 09, 2018, 03:12:58 pm
No problem!

Another thing I've found in testing on the object testing area is that occasionally, blaster bolts become stuck in wounds, and the other person can remove them and toss them aside on the ground. Not sure if that's supposed to happen. It may just be a limitation of the framework.
Yeah, just the framework.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: Enemy post on March 09, 2018, 03:21:21 pm
No problem!

Another thing I've found in testing on the object testing area is that occasionally, blaster bolts become stuck in wounds, and the other person can remove them and toss them aside on the ground. Not sure if that's supposed to happen. It may just be a limitation of the framework.

Like Pikachu said, I can't change that. I would like to add that you don't necessarily have to drop them. It's possible to get shot, pull the laser out, and then walk over and stab your opponent with it.

*By the way, what kind of droid is the baron? That might be relevant.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: armads on March 09, 2018, 05:13:10 pm
I believe it was an administrative droid, though I don't recall completely as it was like four fortresses ago for me in my testing of various parameters.
Title: Re: Star Wars:Jawa Fortress [44.05]
Post by: Enemy post on March 10, 2018, 11:01:24 pm
correct me if I'm wrong, but the way to make creatures force-users, or have the potential, is to add [CREATURE_CLASS:FORCE] to the creature raws, correct?

Just saw this edit. No, CREATURE_CLASS:FORCE doesn't cause Force-users. That is attached to all Star Wars creatures besides the Yuuzhan Vong so that Jedi can sense them through walls. Force use is caused by being part of the Jedi or Sith "creature". In a more open mod, it would probably work better as GENERAL_POISON.
Title: Re: Star Wars:Jawa Fortress [44.06]
Post by: Enemy post on March 11, 2018, 10:22:37 pm
I updated a bit, took care of the recently discussed issues. A couple little bugfixes, only Jawas can be Jawa nobility, the unnecessary weapon shop has been removed.

Thanks for the testing, Armads.

*Whoops, didn't mean to double post.
Title: Re: Star Wars:Jawa Fortress:Solo update [44.12]
Post by: Enemy post on July 30, 2018, 08:20:13 pm
(https://i.imgur.com/h7EGyjz.png)

Jawa Fortress has now been updated with content from Solo:A Star Wars story.

Spoiler: New animals (click to show/hide)

Spoiler: New droids (click to show/hide)


There's also the usual numerous small fixes and tweaks. It's been way too long since I updated this. Mostly, I was running an RTD and making a couple animals for Zoo Tycoon.

*Released a quick update. It turned out that the MEANDERER tag was causing various war and hunting animals to move slowly, so I deleted it from any file that also had TRAINABLE.

**I updated again. Didn't think this was worth bumping the thread, but I fixed a duping issue in the modular version and made various tweaks to make this compatible with my other mods.

***Another update, this time mostly bugfixes. I also added the rills, bocatts, and bearded jax from the old Star Wars Galaxies MMO.

****I heard that the major Rise of Skywalker leaks have begun, so I'm locking this thread until I see it. I plan on adding content for the movie and The Mandalorian shortly thereafter.
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: Enemy post on January 15, 2020, 06:03:54 pm
It's been a while, but I've updated Jawa Fortress again.

(https://i.imgur.com/7B0W6dU.png)

Spoiler: New animals (click to show/hide)



There have also been other minor additions and bugfixes, such as new weapons from the new material and a rare Sith trooper caste in the First Order.

On the more technical side, Mandalorians and the main Geonosian creature have had their ability to fly disabled until the pathfinding bug is fixed. Also, all of the custom bodyparts have been given custom suffixes, making this mod significantly more likely to merge easily with others.
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: Dunamisdeos on January 15, 2020, 07:15:00 pm
Baby Yoda Megabeast when
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: Enemy post on January 15, 2020, 10:02:54 pm
A Baby Yoda megabeast sort of breaks the theme I'm going for, but...

Spoiler: Psst (click to show/hide)
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: Dunamisdeos on January 17, 2020, 01:22:02 pm
This is immensely pleasing to me. Thank you sir.
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: Enemy post on January 17, 2020, 02:09:04 pm
You’re welcome!

*Made a very small update. I realized I forgot to include the Boosodians and had a typo on the etobi. Both errors are fixed now.
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: wormpattern on January 30, 2020, 07:24:48 am
Someone create tileset for this pls!
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: pikachu17 on January 30, 2020, 08:09:39 am
Now that is possible in the version of DF, are you going to make Force Push?
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: Enemy post on January 30, 2020, 10:48:23 am
Someone create tileset for this pls!

That'd be fun, but it'd be a great deal of work. Thanks for the interest, though, and welcome to the forum!

Now that is possible in the version of DF, are you going to make Force Push?

I'm planning on it! I plan to update my creature pack today, and then work on Jawa Fortress tomorrow. After that, I'll do the LOLmod and be back up to date. I also intend to add Force Heal, if possible.
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: cesarjunior233 on January 30, 2020, 01:16:57 pm
Tried installing, but it keeps crashing when it loads the sites on world creation. I was using DF 44.12 x64
Title: Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
Post by: Enemy post on January 30, 2020, 01:35:14 pm
Looks like something's wrong with one of the civs. I'll start tracking down the problem right away. In the meantime, you should be able to get it to work with a smaller world.

*Whatever's causing the crashes, it's exceptionally difficult to track down. I don't expect to have the fix ready tonight, but I'll keep looking.
Title: Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
Post by: TomiTapio on January 31, 2020, 07:59:19 am
In my OldGenesis, I located the embark-crash to the dwarf castes that I/we have. Used vanilla dwarf creature and embark worked.

*sounds of testing*
Using vanilla dwarf sweat material instead of my syndromed dwarf sweat, fixed my embark crash. but now the crash is back. Randomness in worldgen...
Title: Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
Post by: Enemy post on January 31, 2020, 11:35:37 am
Thanks for the advice, I'll keep it in mind when I update to the next version. Right now though, I'm trying to track down a 44.12 crash bug. It's really difficult to find, the only clue I've got is that it probably relates to one of the animals. I get crashes on worlds with vanilla civs and the animals+droids, but the crashes happen on "finalizing sites". No errorlog, so it's particularly difficult to find. The crashes are also sporadic. I found a broken caste in the Settler, Pirate, and Rebel megacreatures, but it doesn't seem to have been the main cause of the issue. I'm also not sure how long it's been there, since I haven't played much lately and I prefer Smaller worlds with short history for personal use.
Title: Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
Post by: Dunamisdeos on January 31, 2020, 01:18:21 pm
Hmm. Previous versions worked fine, so it must be alterations made in the most recent update, I would think.
Title: Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
Post by: Enemy post on January 31, 2020, 01:19:29 pm
I'd think that, but every lead I've had has come up empty so far.
Title: Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
Post by: Dunamisdeos on January 31, 2020, 01:23:31 pm
Are you able to replicate the crash? If there's nothing in errorlog for you, maybe it's an error in the way it was applied to the local DF version?
Title: Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
Post by: Enemy post on January 31, 2020, 01:29:35 pm
The crash happens whenever I generate a world, usually when it's on medium or larger, upon finalizing sites. It could be an error with the installation, but I've had difficulties with a reinstalled version too, and Cesarjunior had the same problem on his end. The fact that it's associated with finalizing sites makes me think the sentients might be responsible, but the crash still happens sometimes in versions without them. Oddly, a verison without the civs and a few other things, but with the uncivilized creatures, works if the creatures from the Solo movie are removed, but the full version of the mod -Solo still crashes.

*Looking back in my log, I see a bit about large worlds crashing before, but the computer I was using at the time would crash even a vanilla game on the same settings.

**Also, this bug usually crashes even small worlds, so this is probably new.

***Hey, I wonder if this is related to the adjusted body parts. I recently renamed all the custom body parts so that the mod would combine with others more easily. I'll check there, that seems like something that could cause crashes.

****Alright, here's a few leads. I found a pre-update version of the mod in my recycle bin, and I may have tracked the crash to the droid file.

*****Ugh. Pre-update version crashed too, and so did versions without the droids.
Title: Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
Post by: TomiTapio on January 31, 2020, 05:02:08 pm
Large worlds are having trouble, they say.
Does a 70 years long "smaller region" always work fine or does it crash on embark-pressing?
Title: Re: Star Wars:Jawa Fortress(No longer broken.)[44.12]
Post by: Enemy post on January 31, 2020, 05:25:23 pm
Like I said, this crash is happening in the 44.12 version. I need to fix that before I can even begin working on the new one. I haven't messed with embark yet, this bug causes crashes in worldgen.

*So far, it looks like some combination of creatures and/or entities is causing the problem.

**Alright, after a lot of searching, I dug out the cause of the crashes. There were typos in the caste names for ginmid and shungbeek. Those have been fixed. Also, I suspect that the Grievous cyborgs were causing crashes, so they have been removed as well. Finally, although I don't know if they were involved, I suspect the brain monk droids may have been capable of crashing the game. To prevent that, I've disabled their ability to make new converts.

I've released a quick update to fix the crashes. The mod should work now, and soon I can start on updating the mod to the new version.

Please let me know if you encounter any more crashes.
Title: Re: Star Wars:Jawa Fortress [44.12]
Post by: Dunamisdeos on February 01, 2020, 04:45:59 pm
Hooray!
Title: Re: Star Wars:Jawa Fortress [47.02, 44.12]
Post by: Enemy post on February 08, 2020, 06:52:57 pm
I've updated to 47.02.

Jedi and Sith now have an improved Force push, but it only works on beings incapable of resisting it. (Meaning other Jedi and Sith, along with the Yuuzhan Vong.) Didn't add Force Heal because of all the difficult bugs in the new version.

Other minor changes have been added or required in updating to the new version.

Finally, like the header to the OP says, the mod is currently effected by whatever issue is causing mods with a lot of entity additions to crash on worldgen. I've done what I can to stabilize the mod, but it still often crashes when attempting to generate a world of Medium or Large size in my testing. I'll look at that issue again if the upcoming bugfix updates don't fix it for me.
Title: Re: Star Wars:Jawa Fortress [47.02, 44.12]
Post by: Pvt. Pirate on February 09, 2020, 05:36:05 am
PTW
a qustion on lightsaber combat:
did you find a way to make them cutthrough nearly everything and causterize wounds while doing so ?
Title: Re: Star Wars:Jawa Fortress [47.02, 44.12]
Post by: Enemy post on February 09, 2020, 10:21:54 am
They're significantly better than vanilla longswords, but I haven't worked with materials and reactions enough to make them really unstoppable. That said, not much can stop a "steel hilt" lightsaber, and stabs are particularly effective at piercing armor. I could probably improve them now, but I don't really want to make significant changes until Dwarf Fortress is more stable.

I haven't tried to make them cauterize wounds, because that would be a massive weakness in Dwarf Fortress's combat system. Most notably, it would make getting a lightsaber through the heart nearly harmless.

*Released a very small update to fix the behavior of fort-bred wampas and temptors.