Yeah, finally its out. :) I wanted to have a look at it for a long time.
And pretty nice website, looks very polished.
This looks amazing, I will definitely play it this evening and give you some feedback :). Thank you very much for your dedication!
"Features announced for the unreleased “Dark Towers” version do not all appear in R1."
Is this being split into two parts?
Gonna hafta try this out later.
How does the magic work? What kind of crafting can adventurers perform? What does each race do? So many questions, so few answers. The website doesn't give us much to work with.
Just started an adventurer. And I'm getting a weird bug where tiles are flashing between tons of different resources from slime to adamantine. All of which i can pick up.That happens when there is no inorganic with SOIL tag in the raws.
Just started an adventurer. And I'm getting a weird bug where tiles are flashing between tons of different resources from slime to adamantine. All of which i can pick up.That happens when there is no inorganic with SOIL tag in the raws.
I've not seen this happen before. Is this something I broke? I've not messed around with soil.
How does alchemy work? I don't see anything in the reactions menu except "mortar and pestle"
That happens when there is no inorganic with SOIL tag in the raws.
Is there any Mac version planned?
Just to clear something up: GM-X and Rammok are the same person?
That happens when there is no inorganic with SOIL tag in the raws.
Clarity is at a minimum in the twilight. ;)
But I'd like some clarity too. Is this a DFHack thing Meph?That happens when there is no inorganic with SOIL tag in the raws.
Trying out this mod; genned a new world and started on a desert biome with a stream.
Selected a couple hounds and a couple cave lynxes as my backup, fighting animals.
FPS tanked to nothing because I am forever spammed with messages that my (uninjured, mind you) hounds and lynxes are too injured to fish...
They need GRASP body tokens, maybe even EQUIPS. The point is that they try to pick up the fish, realize that they have no functional GRASP bodypart (like a dwarf that lost both hands) and cancel the job. Then try again, cancel, rinse, repeat.
Is there any way to transform back to a dwarf after changing to animal form as a druid in adventure mode? I drop all my items every time I transform, but the only way I can seem to turn back is by fast traveling somewhere and then coming back, which gets annoying.
Also, how does the magic system work in general? I don't expect you to reveal much, but are there more spells other than the ones you start with as "Wizard Outsider", and is there any way to unlock them in adventure mode? I found a infernomancer and that seemed cool as fuck but I don't know if it's possible to actually become one.
Edit: Sleeping for one hour worked. Thats much more manageable.
Also, how does the magic system work in general? I don't expect you to reveal much, but are there more spells other than the ones you start with as "Wizard Outsider", and is there any way to unlock them in adventure mode? I found a infernomancer and that seemed cool as fuck but I don't know if it's possible to actually become one.
How do I kill a Lich? I've been fighting one for hours and this bugger is impossible to kill. I tried to break his arms and legs but it doesn't seem to work. He is still standing tall and swinging away with his slicing knife.
Do I need to find his phylactery and smash it or is there some other trick to take him down?
On the positive side my dorf now has almost all attributes superdwarven.
How do I kill a Lich? I've been fighting one for hours and this bugger is impossible to kill. I tried to break his arms and legs but it doesn't seem to work. He is still standing tall and swinging away with his slicing knife.
Do I need to find his phylactery and smash it or is there some other trick to take him down?
On the positive side my dorf now has almost all attributes superdwarven.
Liches are overpowered. I am stunned you didn't die. I will say, they are weak to silver (or something else). Silver weapons should do the trick.
I'll be nerfing creatures based on player feedback. I don't think Liches got toned down, at all, from Fear of the Night.
Liches are overpowered. I am stunned you didn't die. I will say, they are weak to silver (or something else). Silver weapons should do the trick.
I'll be nerfing creatures based on player feedback. I don't think Liches got toned down, at all, from Fear of the Night.
Adamantine dagger did the trick.
What concerns me though is the Liche's tower I cleaned out of about 200 zombies is full again after I got back to it.
I think shadow's ability to paralyse is overpowered. Everything touched just dies of suffocation in couple turns. Even when you kill a shadow you are caught in a cloud it leaves, which has the same effect.
Yeah I tried range weapons. They have became quite useless recently with how long they take to fire. Shadows are too quick to outrun them and fire at them at the same time. Maybe nerfing the syndrome to just make you unconscious instead of paralysing would be a good idea? Because right now when they touch you even once it is a sure game ender. It paralyses your lungs and you suffocate. There is no resisting it even with superdwarven endurance and recuperation.
There is no resisting it even with superdwarven endurance and recuperation.
Okay, I addressed this. I'll post R1_40_13 by 3:30AM PT
This mod is awesome. All the new creatures and races work great, makes adventure mode alot more fun. Best moment so far was when I was playing as a wizard and got ambushed by 2 lesser wendigos. Managed to take down the first one pretty easily, but the second one knocked me down. Before I could even react he just started tearing me apart. I lost my left hand and left foot, so I was sure I was gonna die. I guess it was my lucky day because the lightning spell had just finished charging. I zapped him and put all my remaining force into one final stab at his brain. Went through like butter. Needless to say, I went home and retired my guy.
Also, +5 awesome points for making a website, looks real good !
I don't understand how any of the new classes work. Are the air magic spells weak or am I just using them wrong? I don't know what the Roar ability does either. Paladin none of my spells seem to be useable. I tried to heal but it won't let me select any targets. Same with mystify beast.
Also can someone explain to me how Shadows work? I have seen once where one of them cleared an entire room out by using embrace and it paralyzed us all, but I never saw it again and I don't get how it works. I've tried playing as one and the embrace ability doesn't do anything, just says "You embrace". I tried touching someone, but their armor always deflects it. So I took their armor off and tried, it just says it glances away. I also tried using wrestling and grabbing someone before using the embrace ability. Still doesnt seem to do anything.
Edit: And dark frenzy too. So far all I can get it to do is make people attack me.
Just wondering if you plan on consolidating the adventurer reactions so there aren't as many redundant reactions/adventure specific tools.
In the Fur tanning reaction, it calls for reaction class FUR_MAT for both the reagent and product, but from what I could tell the mod is using ZFUR_MAT as the actual fur reaction class. There also doesn't seem to be a way for adventurers to tan the other different skin types.
In the reactions to make thread, and metal bars, it has the PRODUCT_DIMENSIONS to 15000 and 150 respectively, but later reactions using those products only ask for 1 - 3, leaving the thread or bars preserved for more reactions. At least that's what I think is happening.
So I'm playing to R2 version adventure mode. Vampires are super cool and all but so far I've only seen two master vampires out of the 10+ worlds I generated. The ones that had master vampires in them were older versions so I don't have them anymore. There are plenty of Vampire Lords and Ancient Vampires, but it seems like Master Vampires don't even exist anymore(?). Are master vampires supposed to be super rare? I've also checked legends to see if they even existed at some point in the history. Nuh uh. Not even once. Can I tweak the world gen parameters to increase the chance somehow? Thank you
So I'm playing to R2 version adventure mode. Vampires are super cool and all but so far I've only seen two master vampires out of the 10+ worlds I generated. The ones that had master vampires in them were older versions so I don't have them anymore. There are plenty of Vampire Lords and Ancient Vampires, but it seems like Master Vampires don't even exist anymore(?). Are master vampires supposed to be super rare? I've also checked legends to see if they even existed at some point in the history. Nuh uh. Not even once. Can I tweak the world gen parameters to increase the chance somehow? Thank you
I recommend Legends Viewer. I'll post a utility pack eventually.Spoiler (click to show/hide)
Having said that, I will give Master Vampires a boost so they are more common in the next version. ;)
The latest update seems to have broke something. The .ZIP archive is corrupted, and recovery attempts only broke it in different ways. What files I managed to cover seemed to be mostly fragments of the vanilla files, with a few of the mod's. My downstream is stable, so information loss would have to originate from the file server.
I'm sorry, but would it be somehow possible to add vision cones to enemies when sneaking? Any file i could edit or anything?Odd. Vision cones should always be there when sneaking, and I'm not aware of any way to remove them.
I'm sorry, but would it be somehow possible to add vision cones to enemies when sneaking? Any file i could edit or anything?Odd. Vision cones should always be there when sneaking, and I'm not aware of any way to remove them.
Neat! I'll give this a whirl while LOFR is out of commission. Initial observation shows me that my stray owls are too injured to use their innate fishing talents (Reminds me of the old bug where cats freaked out about returning vermin kills because they didn't have hands, what was it, the [GRASP] tag?) and soil/stone layers in the ASCII version have the ASCII counterparts for the Ironhand set instead of their natural icons.
I have to look past all that to get to the meat & potatoes, though. Looking forward to this!
Is it alright if I use Illithids for a playable race I'm creating? I'm new to body modding, so it would be useful to use a created race.
I'm running on Linux and had to slap the data/raw/sdl folder from the ASCII download into my df_linux folder, but I dunno that such an action would change the ascii characters like that.
My apologies for the hassle, but your quickness to fix it is a remarkable quality!
Edit: Also just a little thing, but the alchemy laboratory in the workshop list isn't capitalized.
Thanks. They are part of 3 races right now, all playable and different from each other and vanilla.Is it alright if I use Illithids for a playable race I'm creating? I'm new to body modding, so it would be useful to use a created race.
I look forward to what you come up with. The Aboleth body was made by godlysockpuppet and used with acknowledgements: http://dffd.wimbli.com/file.php?id=7760 (http://dffd.wimbli.com/file.php?id=7760)
Thanks. They are part of 3 races right now, all playable and different from each other and vanilla.Is it alright if I use Illithids for a playable race I'm creating? I'm new to body modding, so it would be useful to use a created race.
I look forward to what you come up with. The Aboleth body was made by godlysockpuppet and used with acknowledgements: http://dffd.wimbli.com/file.php?id=7760 (http://dffd.wimbli.com/file.php?id=7760)
EDIT: Er... Illithids? You know, the Mind Flayers? Tentacle faces?
EDIT EDIT: Oh, S***, I was certain you had Illithids. Sorry, I'll examine the Aboleths anyway though, as they could still be quite useful.
It is terrifying
GM,
Great mod, just started playing tonight and already enjoying it. Managed to patch together a Spacefox version. One question: can't see the gunshop or alchemy lab in the workshop list. Is this me, or is it a bug with R6?
I'm on a Mac if that makes a difference. I copied across the raw and data folders into a clean install of Macnewbie and don't see them listed. I see them in the entity raws, etc. so not sure what's going on. Can you advise?
- Infinite
Of course,
I'll post it when I'm home but please do check I've done it all correctly, I'm no modder. Shame about starting a new world, but hey ho. Does playing as Legendary Dwarves also add 5 to mining, stonecrafting, etc. as standard? As I was thoroughly confused by this.
Edit: Here's the download http://dffd.wimbli.com/file.php?id=9880. This includes the edit to the Legendary Dwarf entity.
-Infinite
Of course,
I'll post it when I'm home but please do check I've done it all correctly, I'm no modder. Shame about starting a new world, but hey ho. Does playing as Legendary Dwarves also add 5 to mining, stonecrafting, etc. as standard? As I was thoroughly confused by this.
Edit: Here's the download http://dffd.wimbli.com/file.php?id=9880. This includes the edit to the Legendary Dwarf entity.
-Infinite
I also hacked together a mashup version of spacefox for Dark Ages. This is just the Graphics part. It should be able to copy over the ASCII version of Dark Ages, and be all set, I think.
If anyone wants it, it is here http://dffd.wimbli.com/file.php?id=9884
okay so I notice a few things about shadows, they still can't embrace others in adventure mode, something about their attacks whiffing, I guess one could just make an Adventure mode 1 tile range attack with clean usage on it.
Reanimator is Sweet, but can't learn any other Spells from the other wizards thus you are lock to necromancy.
kinda hope for necromancers get to 'promote' their undead to have speaking roles allowing them to unlock the exchange and wait commands talking to them gives.
hell necromancy kinda like having a mosh pit of groupies than an army right now.
Can I get a list of all the magic types? I can't seem to find any other secrets than veromancy and infernomancy ever, in almost every world those two, mostly veromancy, seems to massively outnumber any other one. I saw one in legends called warmancy and a couple other, but I've never been able to find it. What does that do?
Embrace still doesn't seem to have any effect, at least not when I tested it in arena. I made a dwarf and a shadow, used embrace, and it didn't do anything. After the syndrome wore off I tried a second time, still no observable effects.
I can try, at least. Maybe I'll find something.
Edit: It may be that 15 ticks is simply too long a time in adventure mode scale here, weird as that sounds. Putting the shadow embrace effects to start at 0 ticks, caused the testing aardvark to suffer unconsciousness/paralysis immediately. Before that, fleeing a test human for a few rounds on the arena center wall only put the human up to tick 4. I wonder if some conversion discrepancy with syndrome durations, or if it's really just the adventure mode time scale at work.
Edit edit: I probably should mention that on Linux, I'm getting errorlogs for (some?) GREATER creatures for being defined before the source creature - GREATER_PANDA_GIGANTIC, GREATER_PAND_MAN, GREATER_CAPYBARA_GIANT, GREATER_CAPYBARA_MAN, GREATER_BADGER_MAN, GREATER_BADGER_GIANT, GREATER_MOOSE_MAN, GREATER_MOOSE_GIANT, GREATER_RED_PANDA_MAN, GREATER_RED_PANDA_GIANT, and DIRE_CROCODILE_CAVE. This is probably because of how the game loads the raws on Linux. Ideally, those creatures would be part of the file that includes the source creature.
Is there something wrong with the default ascii tileset version? All the stone layers have weird characters in them. The only time i've seen this happen is when I've installed a tileset wrong.
A main reason that there are so many spider vermancers - the KO_DF_VERM_SPIDER_ANIMALS has a sphere line that misses the opening bracket (and the sphere therein is blight), meaning that every god is eligible to spread that particular secret.
Forgive me if this is an impertinent question, but how interlocking are all the raws here? Are raws lined up in fairly simple ways? For example, if I want to borrow certain features of Direforged, it's mostly easy because by and large all his new creations are clearly marked and delineated so that I can tell what affects what. I love a ton of the creatures in this mod, but adding the ones I like to my own personal play-set is somewhat difficult because of the sheer volume of raws, so I was wondering if there's a clear naming pattern I can use to isolate the raws I need for any individual element of the mod.
Of course, I suppose I could just merge over most of the features from Direforged (which DOES have very well named and separated RAWs) and play things that way.
Forgive me if this is an impertinent question, but how interlocking are all the raws here? Are raws lined up in fairly simple ways? For example, if I want to borrow certain features of Direforged, it's mostly easy because by and large all his new creations are clearly marked and delineated so that I can tell what affects what. I love a ton of the creatures in this mod, but adding the ones I like to my own personal play-set is somewhat difficult because of the sheer volume of raws, so I was wondering if there's a clear naming pattern I can use to isolate the raws I need for any individual element of the mod.
Of course, I suppose I could just merge over most of the features from Direforged (which DOES have very well named and separated RAWs) and play things that way.
If you have a burning list of features from Direforged, and Knight Otu is agreeable, I would be happy to consider adding them. Having said that, Dark Ages is not designed to be friendly with other mods or dissecting. If you are producing a personal-play mod, it may require a careful review of the error logs.
Forgive me if this is an impertinent question, but how interlocking are all the raws here? Are raws lined up in fairly simple ways? For example, if I want to borrow certain features of Direforged, it's mostly easy because by and large all his new creations are clearly marked and delineated so that I can tell what affects what. I love a ton of the creatures in this mod, but adding the ones I like to my own personal play-set is somewhat difficult because of the sheer volume of raws, so I was wondering if there's a clear naming pattern I can use to isolate the raws I need for any individual element of the mod.
Of course, I suppose I could just merge over most of the features from Direforged (which DOES have very well named and separated RAWs) and play things that way.
If you have a burning list of features from Direforged, and Knight Otu is agreeable, I would be happy to consider adding them. Having said that, Dark Ages is not designed to be friendly with other mods or dissecting. If you are producing a personal-play mod, it may require a careful review of the error logs.
That's a fair answer, GM-X. Thanks. I can totally understand a mod having a specific vision and thus being very interlocking, especially when lots of elements are involved. I just really love a lot of creatures in your mod and was hoping they'd be easy to transplant. Oh well - it wouldn't be the first time I had to dissect and reconstruct a favorite mod.
Awesome mod! I'm just happy to be able to craft again. Roguelikes without crafting systems get grindy after a while, so thanks a lot for this feature.
Though it would be nice to have somewhere to look for spoilers every once in a while, just to see if I missed any features.
ptw cause I thought I did but apparently did not...
Is this ever going to get Dwarf Therapist support anytime soon? I tried it recently and couldn't get it to work, just curious since I'm not a big fan of adventure mode and really want to give this mod a whirl.
Ok, I've been out of DF for a while, and my most recent experiences have been with Masterwork.
I thought I'd try this one because it looked promising. And, being a gigantic dumbass I apparently can't figure out how to get anywhere.
I downloaded the Ironhand version from http://www.dfdarkage.com/download.html and have extracted them. Near as I can tell, however, I'm looking at a 100% vanilla DF with ASCII graphics.
Can anyone tell me what (probably extremely obvious) step I'm missing here?
(although I might just not have gone in far enough to see the graphics - what can I say, I'm used to MW's launcher so maybe that's why I'm off a bit)
Small bug report: the craft quiver and waterskin reactions in adventure mode dont work. It says "You practice your leatherworking but make nothing of note".
Hello, I posted over in the reddit thread you put up for this but when I did I forgot to mention something I noticed in the video I did (https://www.youtube.com/watch?v=UlqHez27SBg). Its a small bug but somewhat important as I don't seem to be able to make stepladders in the carpenter workshop.
Edit: oh and since I didn't get an answer over at reddit let me ask again here. If you have any suggestions to see more of what is in the mods (things like what type of terrain to settle in) that would be much appreciated.
Hmm, that could be annoying for me as it might point to my posts being taken down in a more shadowy style. What I see isIf that isn't what you see then I probably need to talk to a mod over there.Spoiler (click to show/hide)
Anyway many thanks for the update and info!
Sorry for the double post but I downloaded the fix and fired up a new world and you still can't seem to make stepladders.
Well I tried this out of sheer boredom of playing vanilla-esque games that provide no challenge.
Shadows are pretty silly as I've found out. Especially that part where they spend a thousand turns wrestling you to death while you constantly miss them.
It was a really strong adventurer, what can I say.Well I tried this out of sheer boredom of playing vanilla-esque games that provide no challenge.
Shadows are pretty silly as I've found out. Especially that part where they spend a thousand turns wrestling you to death while you constantly miss them.
I'm surprised they didn't just off you with Shadow Embrace. Was this adventure mode or fort?
It was a really strong adventurer, what can I say.Well I tried this out of sheer boredom of playing vanilla-esque games that provide no challenge.
Shadows are pretty silly as I've found out. Especially that part where they spend a thousand turns wrestling you to death while you constantly miss them.
I'm surprised they didn't just off you with Shadow Embrace. Was this adventure mode or fort?
except obviously that doesn't matter when you're fighting something that is just about impossible to hit
It slowed me down somewhat, but not much beyond that.It was a really strong adventurer, what can I say.Well I tried this out of sheer boredom of playing vanilla-esque games that provide no challenge.
Shadows are pretty silly as I've found out. Especially that part where they spend a thousand turns wrestling you to death while you constantly miss them.
I'm surprised they didn't just off you with Shadow Embrace. Was this adventure mode or fort?
except obviously that doesn't matter when you're fighting something that is just about impossible to hit
Does that mean Shadow Embrace had no or little effect on your adventurer?
Shadows are world enders. I personally avoid them. They are intentionally very difficult to hit. Still, I'll take another look at what else I can tweak.
So I find out how amazing the Cave Lynx are in my latest video (https://www.youtube.com/watch?v=-XevdZnkZWs). Apparently not even having to fall down an open stairwell a z level will keep them from wrecking face.
In a word yes. Though it tends to be more of a problem with me focusing on one thing and then forgetting things tend to like to come and wreck my face. The fact that I even have a dwarf capable of fighting entirely out of character for me and something I have been working on.So I find out how amazing the Cave Lynx are in my latest video (https://www.youtube.com/watch?v=-XevdZnkZWs). Apparently not even having to fall down an open stairwell a z level will keep them from wrecking face.
You still aren't building walls? You really like to play risky (doomed). :-X
So in my latest video (https://www.youtube.com/watch?v=Kheu6oLJNks) I had a visit from a Greater Banshee. Now you might be assuming what happens but the video is titled Hippy Banshee Flyby for a reason. I followed it for a good bit and it just sort of fluttered around then left and I have to ask is that supposed to happen? It actually leaves right before operation sacrificial bait could be pulled off and lure it towards two caravans worth of guards.
This is purely a mod and doesn't need DFHack in any way from what I have seen. You could probably just grab it and then swap out the raws and whatever other misc stuff that needs switching into a linux or OS X DF.
100+ Ironhand based Tileset: Adds graphics for Monsters & Animals.So I assume this means there are custom tiles for the various monsters and such as it is an Ironhand based Tileset.
As a quick aside, I just want to say how nice it is to read your coding for this mod. The layout and parsing makes it an efficient and accessible guide to examining what you've been doing and for use as a reference source.
This is purely a mod and doesn't need DFHack in any way from what I have seen. You could probably just grab it and then swap out the raws and whatever other misc stuff that needs switching into a linux or OS X DF.
Hm cool. If GM-X could post a raws / changed data only zip file, I would be happy to create the Linux + OS X distributions with tile packs.
GM-X, also I see Ironhand is included.. is it modded to support the extras added by your mod? I'm curious to know how much it would be to adapt another tile pack to the mod. I love the ASCII-leaning packs like CLA, Vehrid's, etc.
Quote from: http://www.dfdarkage.com/ Third Bullet Point100+ Ironhand based Tileset: Adds graphics for Monsters & Animals.So I assume this means there are custom tiles for the various monsters and such as it is an Ironhand based Tileset.
No changes are made to Ironhand, only additions. It is intentionally very easy to blend with any other tileset. Only the ini, speech, graphics, and object folders are modded.
damn you need to fix the ascii release it's talking about Ironhand not found WTF
So in my latest video (https://www.youtube.com/watch?v=tUuG-4MCbZw) I come across the illustrious wild Nothing. Specifically at this point (http://youtu.be/tUuG-4MCbZw?t=16m28s) I check what animals are about and one shows up as being called "Nothing". Eventually my War Lynx cadre killed it for whatever reason (it was flying so I was sufficiently impressed) and when I butchered it I got Nothing bones, skull, and feathers but the meat, skin, and such was labeled as "druidic falcon".
'Nothing's usually result when a creature lacks one of NAME or CASTE_NAME. I haven't had the chance to look through the raws for the culprits, but I think there are more than the druidic falcon responsible.So in my latest video (https://www.youtube.com/watch?v=tUuG-4MCbZw) I come across the illustrious wild Nothing. Specifically at this point (http://youtu.be/tUuG-4MCbZw?t=16m28s) I check what animals are about and one shows up as being called "Nothing". Eventually my War Lynx cadre killed it for whatever reason (it was flying so I was sufficiently impressed) and when I butchered it I got Nothing bones, skull, and feathers but the meat, skin, and such was labeled as "druidic falcon".
You may have killed a Druid Dwarf in Falcon form. I'm looking into it. First time I've been able to pinpoint what a "nothing" was. Still not sure what is causing this.
'Nothing's usually result when a creature lacks one of NAME or CASTE_NAME. I haven't had the chance to look through the raws for the culprits, but I think there are more than the druidic falcon responsible.So in my latest video (https://www.youtube.com/watch?v=tUuG-4MCbZw) I come across the illustrious wild Nothing. Specifically at this point (http://youtu.be/tUuG-4MCbZw?t=16m28s) I check what animals are about and one shows up as being called "Nothing". Eventually my War Lynx cadre killed it for whatever reason (it was flying so I was sufficiently impressed) and when I butchered it I got Nothing bones, skull, and feathers but the meat, skin, and such was labeled as "druidic falcon".
You may have killed a Druid Dwarf in Falcon form. I'm looking into it. First time I've been able to pinpoint what a "nothing" was. Still not sure what is causing this.
I also experienced the mysterious Nothing creature. I noticed a few minutes earlier that a druidic peregrine falcon was in the units list.
Yippee!
I finally got a nice configuration I'm happy with, one that fits the mood of Dark Ages, but isn't as raw on the eyes as the default tileset and color scheme.
Dark Ages w/ the Grim Fortress ASCII+ tile set, TWBT, and the Inconsolata font for increased readability!Spoiler: Screenshots (click to show/hide)
Three-way merging is pretty easy in a tileset like Grim Fortress that doesn't use an creature graphics. I also had some success with the Wanderlust graphics set, and while it worked I decided the atmosphere wasn't right.
Here's a download link if anyone wants to try it out: https://github.com/Ramblurr/Grim-Fortress-DarkAges
I'm thinking of using one of Vherid's alternate color schemes to enhance the mood even further. Perhaps Sorrow or Fallen.
Thanks for the new release GM-X.
I've put the graphics packs up on github, along with GrimFortress. Downloading huge mega-bundles of DF releases in quite annoying, something I hope the community starts moving away from except as for initial releases. A modular approach is much better, especially when there is mixed platform specific and platform independent content. This will get easier in the future when PyLNP supports fetching content, rather than expecting it to come all bundled.
Anyways, these repos They're LNP compatible, so you can just drop them in.
Dark Ages Graphics repo (https://github.com/Ramblurr/DAGraphics)
Some Questions for GM-X
- What are the differences between the advanced worldgen params -FULL and -HALF?
- Did you nerf embark points intentionally? Vanilla DF at .19 has 1504 points, but your worldgens only have 1274
- Can you please release a plain vanilla+Dark Ages changes version? So those of us not on windows can build our own versions without a headache.
I believe the only difference in the Half vs Full is the number of years of history.
Howdy, have you taken a look at the Spacefox tileset for [R2_40_19] [Starter Pack 1]? Not sure if you had made additional modification to yours Spacefox version.
1) Half/Full is related to the population cap. Better FPS in half.
2) Embark points are reduced intentionally. Mess with them at your own risk.
3) I will release raws and an ASCII version too, eventually. Worked over 18-hours on [R2_40_19] this weekend.
Thanks for posting your stuff up. When/if you do zip up Linux versions, I'll be happy to post them.
i'm stuck on loading coin information when i try to start a new fortress or go to legend mode, any ideas how to fix it? same stuff on diffrent world sizes etc.
(http://imgur.com/UuC0AlJ.png)
(https://i.imgur.com/ouLGA9x.png)
I'm getting crashes too about 20% of the time during worldgen.
But also I am crashing in fort mode. Whenever I exit and save, it crashes. Plus it is also crashing randomly every 10-20 minutes.
Going back to vanilla until this is sorted out.
Here is a fort that crashes after ~30 minutes of play: https://www.dropbox.com/s/i9emz2l37i5aatv/dark-ages-world-crash.zip?dl=0
Turn off DFHack. Even the old stable version had issues in world gen with Dark Ages. I recommend running without it until further notice.
Turn off DFHack. Even the old stable version had issues in world gen with Dark Ages. I recommend running without it until further notice.
:-( I'm afraid I'm completely dependant on dfhack these days. Going back to vanilla DF is a maddening exercise in tediousness that I can't imagine.
DFHack with unmodded DF is quite stable for me. I'd be happy to help troubleshoot the bugs in DA, but I'd need some guidance on what do test out as right now I've no idea what's causing the crash.
Until then I'll play vanilla and watch this thread for updates.
Weren't you running DA prior to the LNP without DFHack? And I thought you were running your own Linux build.
If you changed any world gen parameters, that can cause crashing even in vanilla. If you were running with DFHack this whole time, and had issues since [R2_40_19] it might be something I've done.
i noticed that no lnp version have a difrent world gen stuff.
Edit. still getting crashes no matter what, can someone upload some stable generated world on large region?
okej so i managed to create world and even embark with no crashes, just had to turn off df. Anyway is it possible to play as humans?
i get crashes when saving new world maby thats the reason i cant load it later. Is it possible for someone to upload somewhere already created world? just save folder or maby whole game folder, dunno.
i get crashes when saving new world maby thats the reason i cant load it later. Is it possible for someone to upload somewhere already created world? just save folder or maby whole game folder, dunno.
Using a script I attempted to generate 60 large worlds, and only 20 completed successfully, the rest crash during the save. I repeated the test with the medium setting and in that test I got 48 successfully saved worlds. Notably I haven't gotten any crashes with pocket worlds, obviously whatever bug in the mod is causing the world gen to crash is less likely to trigger on smaller world sizes.
If anyone wants one let me know, here's a dropbox album with the world maps (https://www.dropbox.com/sh/h5pzybc6e4f9mif/AADDg438E-eapgEGk7i88fBva?dl=0#/).
Now to try out DA without DFHack and see I still get crashes during the game.
I have had the game crash during world gen a number of times. From what I have seen it generally occurs during the history generation part of it. The crashes where all windows going all "its not responding so Imma gonna shut it down" sort. If I had to guess the problem lies with it hitting some big event during world gen where a lot of interactions are happening and the computer just can't handle it anymore. I have noticed this same problem with vanilla DF when I am attempting to push the number of civilizations or similar parameters. Likely it happens more in Dark Ages because there are more places civilizations can fit (for instance water) and so you run into it more. The actual places you can place a civ in vanilla is surprisingly small if you take a close look at the restrictions.
I have had the game crash during world gen a number of times. From what I have seen it generally occurs during the history generation part of it. The crashes where all windows going all "its not responding so Imma gonna shut it down" sort. If I had to guess the problem lies with it hitting some big event during world gen where a lot of interactions are happening and the computer just can't handle it anymore. I have noticed this same problem with vanilla DF when I am attempting to push the number of civilizations or similar parameters. Likely it happens more in Dark Ages because there are more places civilizations can fit (for instance water) and so you run into it more. The actual places you can place a civ in vanilla is surprisingly small if you take a close look at the restrictions.
Correct.
Also, I was just about to message you. About all great animals being war trainable. Apparently I left a few out. Like Great Crocodiles and Great Alligators. To be fixed in the next release.
i get crashes when saving new world maby thats the reason i cant load it later. Is it possible for someone to upload somewhere already created world? just save folder or maby whole game folder, dunno.
Using a script I attempted to generate 60 large worlds, and only 20 completed successfully, the rest crash during the save. I repeated the test with the medium setting and in that test I got 48 successfully saved worlds. Notably I haven't gotten any crashes with pocket worlds, obviously whatever bug in the mod is causing the world gen to crash is less likely to trigger on smaller world sizes.
If anyone wants one let me know, here's a dropbox album with the world maps (https://www.dropbox.com/sh/h5pzybc6e4f9mif/AADDg438E-eapgEGk7i88fBva?dl=0#/).
Now to try out DA without DFHack and see I still get crashes during the game.
I've not experienced any crashes on the Windows version during world gen in a long time. Including with DFHack on.
How many years old are these test worlds? Old large worlds are more prone to crashing, probably due to memory/space constraints.
I recommend turning off DFHack during world gen if you experience crashing. However, this is not a bug with Dark Ages or something that I can correct. DA pushes DF to the limit of world gen and any complications can potentially destabilize it.
I ran your saved game with DFHack off for about 45-minutes with no crashing. So it may be possible to just turn it off-and-on as needed.
i get crashes when saving new world maby thats the reason i cant load it later. Is it possible for someone to upload somewhere already created world? just save folder or maby whole game folder, dunno.
Using a script I attempted to generate 60 large worlds, and only 20 completed successfully, the rest crash during the save. I repeated the test with the medium setting and in that test I got 48 successfully saved worlds. Notably I haven't gotten any crashes with pocket worlds, obviously whatever bug in the mod is causing the world gen to crash is less likely to trigger on smaller world sizes.
If anyone wants one let me know, here's a dropbox album with the world maps (https://www.dropbox.com/sh/h5pzybc6e4f9mif/AADDg438E-eapgEGk7i88fBva?dl=0#/).
Now to try out DA without DFHack and see I still get crashes during the game.
I've not experienced any crashes on the Windows version during world gen in a long time. Including with DFHack on.
How many years old are these test worlds? Old large worlds are more prone to crashing, probably due to memory/space constraints.
I recommend turning off DFHack during world gen if you experience crashing. However, this is not a bug with Dark Ages or something that I can correct. DA pushes DF to the limit of world gen and any complications can potentially destabilize it.
I ran your saved game with DFHack off for about 45-minutes with no crashing. So it may be possible to just turn it off-and-on as needed.
I've a fort going about 5 hours now without DFHack and I haven't had any crashes, except when I save, like Arkhier mentioned. Any time I go Esc -> Save Game it crashes before returning to the main menu.
I have quick save enabled on the season change, and this never crashes. It only crashes (100% of the time) when I Escape -> Save and Exit. The save seems to complete successfully (AFAICT) so its not that big of a deal.
Played quite some time today without any crashes, so DFHack was definitely the culprit in my earlier save. I'm going to try enabling DFHack, but without any scripts or plugins, then enable one by one until I get some crashes.
Edit: two gameplay questions
- Could you add a Magma Gunforge?
- Could you explain a bit about how to use the Alchemy workshop?
bug report:
Blood helemet seeds (spawn?) don't have a name in the z -> Kitchen -> Seeds menuSpoiler: Screenshot (click to show/hide)
edit: also, making firelocks for Arquebuses is bugged in fort mode. The job can be queued up and the dwarf does it, but in the end a firelock item is never produced. Also.. there's no material options for firelocks just "Make firelock" shouldn't there be steel, iron, etc options?
So I just had a Greater Banshee wander around for a bit then leave again. Admittedly I pulled everyone inside as soon as it showed up so it wasn't able to see anyone so there is that. I did think of something though it might be too cruel. If you make it show up hidden then a person would only know there was one around when it ambushed something and at that point it would have aggro already and might be less inclined to derp around at +25z while the player can see it.
Just a little request: if the mod does not require DFHack, is it possible for you to just bundle the ASCII raws? This will cut the size of the download considerably.
Fixed crash related to armies failing to take over villages
What are the silver blocks that certain monsters drop used for in adventure mode?
Awesome mod. I love all the new creatures, specially the trainable ones. I've got a smallmeatshieldarmy of war reptile men.
However, one complaint. I've settled between a hag tower, goblins, and aboleths, but I hardly ever get sieged. The sieges I have had, have usually only led to like 1 or 2 deaths total. Are these supposed to be easy, or did I just world gen particularly weak enemies?
edit: An un-trained miner just killed an Ettin by himself without getting hit once... Legendary Dwarves OP??
Ah I see, oh well... My world is 1216 years old currently, hehe. I started on year 1211, and have since grown to become the capitol of the last remaining dwarf civ, all other dwarves and legendary dwarves are long extinct, save for a few small hamlets.
Usmokpan, "Fireworked", a shale fortress.
This is a shale fortress all craftsdwarfship is of the highest quality.
On the item is a masterfully designed image of Csponge the legendary dorf, and Usmokpan the shale fortress in gold.
Csponge is stroking his e-peen, the artwork relates to the creation of Usmokpan by the legendary dorf Csponge in the late autumn of 1211.
It is decorated with two headed were-spider silk, and encircled with bands of hag petrifyer bone.
As a test I sent one of my half paralysed gimp dorfs in a single man squad with only cloth armor, and his barely functoning hands as his only weapons to kill off some geared amphibian men in the caves. This brave dorf killed them all, even out-numbered 6/1 !! Currently he is residing in prison as he went on a tantrum after being covered head-to-toe in amphibian blood without the ability to bath himself for several weeks.
Hey I love the Rammok mod so far, and I'm on my first full playthrough so far. the problem is I've encountered a fortress ruining problem.
Long story short, my front gate has become un-accessable for no apparent reason. This was after a long siege against a silver dragon, who I am now ready to face given my better equipped troops. My troops will not run out the front gate, and get no path error messages. I cannot deconstruct the bridge, nor the cage traps and chains surrounding my stairs. The stairs don't work either, so as you can kinda see I had to channel out around them to get to my gatehouse courtyard.
The dragon doesn't fly, and at one point I let him into my trapped entrance hallyway to try and capture him. He massacred the wardogs, but wasn't trapped in the cages. no big deal. afterwards I shut up the gate, and there was a bunch of weird glowing clothing left all over the place. Also a dwarf the dragon killed was haunting the gatehouse, andI saw him 'misting' the effected areas, something I've never seen before.
I can't tell if this is a bug in vanilla df, or something to do with your mod. So far df-hack and such aren't helping. thanks for the incredible mod, and hopefully you can help me out a little bit.
hydragorgon
this is an imgur link for a pic of the problem in action
<img src="http://i.imgur.com/0InkGvd.jpg" title="source: imgur.com" /> (http://imgur.com/0InkGvd)
Thank you for your reply GM-X. By the way, I love your mod. its shows alot of care and thought.
I originally thought the dragon deconstructed my stairs too. I deconstructed a hole in the wall on the right, and have tried to get at the stuff every way possible. the screenshot is just where ive got it save scummed. but its not building destruction, it's something else. maybe a bug/quirk related to temperature?
I am using dfhack. I decided to install rammok after it got accepted in the starter pack, although i actually did a manual install. right now I'm starting a vanilla fort, because I love my rammok fort just too much to give up. efficiency and fps are the main goals.
also, I want to re-state how much I like the rammok mod. playing with mods while the main game is updating is obviously a tricky idea. this was the first bug I encountered after 10 years or so ingame. I've lost forts before, I was just a little panicky because this one was so characterful.
hydragorgon
site is down can you provide me with some mirrors to download?
try to run, get an not found data/art/ironhand.png error
try to run, get an not found data/art/ironhand.png error
This mod is great fun, but I just wish there was some kind of guide or manual for all the new creatures and gameplay changes. Kinda flying blind here and I feel like I'm not getting everything I could out of the mod as a result. For example: I have an aquebus, but my military dwarves never use it. They just bash creatures with it even though I have bullets and stuff assigned to them.
That is clever, does it do anything or is it just a blank position for that purpose?
I was using the LNP mod manager thing which kinda... fracks the settings up a bit. As for advanced once again messing with the mod manager stuff so that was all messed up as well. I have mostly left the advanced alone for Dark Ages though I will probably mess around with lowering civ numbers.
what 3D isometric mod is in OP pic?
On the topic of world gen, are the poles necessary? I note the settings seem to be so its north and/or south poles and I must admit I like to remove them as it frees up more space for civs and what not.
I was wondering what was up with the chasm aboleths wiping out my river embarks, but I was afraid it was a terrifying new feature. Watching my embark dwarves get slaughtered and turn into monstrosities one by one was refreshingly disturbing.
Is R3 save game compatible with R2 or do I have to re-gen a world?
BTW: The ASCII version is still messed up visually. Ironhand works perfectly, but the ASCII version has this going on. Even if I unzip the ASCII version without changing a thing it looks like this. I prefer ASCII so this is a real bummer for me. :(Spoiler (click to show/hide)
Just genned a world with the fixed version, and the weird characters are still there. I think the issue goes back awhile, because I complained about it a few months ago, but just started using Ironhand instead.
Another question: Who are the wizard leaders? Mages? I can't really tell.
Hello. So I was trying your mod in adventure mode (great mod by the way, it's a lot of fun and a good challenge) and I was playing a wizard adventurer who started rotting for some reason. He has minor rots all over the body. So I decided to try some alchemy by getting a semimegabeast heart but the reaction doesn't seem to produce anythng and the only message I get is "you practice your knapping". Same thing with the salad cooking reaction. I couldn't find anything wrong in the raws but I'm pretty much a noob in that domain. Any ideas?
Hello. So I was trying your mod in adventure mode (great mod by the way, it's a lot of fun and a good challenge) and I was playing a wizard adventurer who started rotting for some reason. He has minor rots all over the body. So I decided to try some alchemy by getting a semimegabeast heart but the reaction doesn't seem to produce anythng and the only message I get is "you practice your knapping". Same thing with the salad cooking reaction. I couldn't find anything wrong in the raws but I'm pretty much a noob in that domain. Any ideas?
Thank you for the report. I'm just about to post [R4] but I will look into it. Should have at least practiced the alchemy skill. How did you obtain the semimegabeast heart? And was the heart still left in your inventory?
Hello. So I was trying your mod in adventure mode (great mod by the way, it's a lot of fun and a good challenge) and I was playing a wizard adventurer who started rotting for some reason. He has minor rots all over the body. So I decided to try some alchemy by getting a semimegabeast heart but the reaction doesn't seem to produce anythng and the only message I get is "you practice your knapping". Same thing with the salad cooking reaction. I couldn't find anything wrong in the raws but I'm pretty much a noob in that domain. Any ideas?
Thank you for the report. I'm just about to post [R4] but I will look into it. Should have at least practiced the alchemy skill. How did you obtain the semimegabeast heart? And was the heart still left in your inventory?
Well I got the first heart by hunting a lesser wendigo, then I realized that I had 8 werespider hearts in my backpack that I bought from a market.
I tried it with all of them in nearly all configurations (hearts on the ground, hearts in my hand...), and the hearts dissapear after the reaction, you get to keep the pestle. The other reactions seem to work properly and raise the correct skills, but the alchemy and cooking don't seem to raise any skill and use the proper reagents.
Oh and quick question: Are there no vision cones while sneaking in ironhand?
AlsoSpoiler (click to show/hide)
Hello. So I was trying your mod in adventure mode (great mod by the way, it's a lot of fun and a good challenge) and I was playing a wizard adventurer who started rotting for some reason. He has minor rots all over the body. So I decided to try some alchemy by getting a semimegabeast heart but the reaction doesn't seem to produce anythng and the only message I get is "you practice your knapping". Same thing with the salad cooking reaction. I couldn't find anything wrong in the raws but I'm pretty much a noob in that domain. Any ideas?
Thank you for the report. I'm just about to post [R4] but I will look into it. Should have at least practiced the alchemy skill. How did you obtain the semimegabeast heart? And was the heart still left in your inventory?
Well I got the first heart by hunting a lesser wendigo, then I realized that I had 8 werespider hearts in my backpack that I bought from a market.
I tried it with all of them in nearly all configurations (hearts on the ground, hearts in my hand...), and the hearts dissapear after the reaction, you get to keep the pestle. The other reactions seem to work properly and raise the correct skills, but the alchemy and cooking don't seem to raise any skill and use the proper reagents.
Oh and quick question: Are there no vision cones while sneaking in ironhand?
AlsoSpoiler (click to show/hide)
Oh yeah, I saw something about this in regard to the ancient vamps sensing blood, I manually added in the detect poison tag from the regular vamps so I could see blood like normal as a master vamp (have it in for the elder as well, though I took the other types out atm so it's just randomly generated+elder+masters as I was getting a billion of the lesser types and one or two masters that may or may not survive be able to infect dorfs/elves) and I'm not sure why the speed boost sometimes needs to be used twice, so I just reduced the wait period to compensate until I figure out why sometimes it says it activates (you focus and move at incredible speed) without speed changing the first time after exiting travel mode from an ambush.
Your antivirus is overzealous.It's not even my antivirus, my browser itself is having stern words. Nothing wrong with the ironhand version though.
Your antivirus is overzealous.It's not even my antivirus, my browser itself is having stern words. Nothing wrong with the ironhand version though.
Do you have a link for the crashing raws? I can't promise anything, but I can try look at the thing at least.
Hmmm, weird that the vampire changes would crash you, but I've got it trimmed down to just the three master types and the randomly generated ones atm, though they work great.
Do you have a link for the crashing raws? I can't promise anything, but I can try look at the thing at least.
Dark Ages [40.24][R5] Update Status:
For the first time since the release of DF 40.01 updating Dark Ages has become massively problematic. I'm hoping I've done something dumb with the raws, but it seems like Dark Ages might be reaching some sort of world gen tipping point.
Meaning, any change I make to the raws results in early and constant crashing during world gen.
I have spent a huge amount of time rolling back to [R4] and making tiny incremental changes. I will continue to do so. I even have an [R5] version that is stable enough for release, but not quite what I wanted.
The only remaining culprits are the updates I have made to vampires. But I don't see how or why these minor adjustments would result in such woeful instability. This could be a crossroad for this mod, so I wanted to keep players informed.
GM-X
So i am just using this mod, and its not appearing in LNP. :C Am i doing something wrong?
Its there, but i dont see a mods tab! D:
Hmmm, I'm still wondering whether it is something that I left out when I plucked your vampires or something else I have in place that keeps bites from spreading vampirism.
Totally adore you though for getting me to play around with interactions and stuff as it helped make a lot of modding more productive, I'm still trying to decide if it would be worth the risk to try and add a "Martial Trance" interaction which activates the bullet time vampire speed effect... it's sooooo fun being able to smack someone off their feet, run by and feed on them in mid-air, then wait for them to land and smack them back the other way like some sort of less horrible version of tennis.
...but then I'd have to deal with possibly screwing up the controls on the effect and having random dorf civvies punching my brains out in hyperspeed.
I thought the main reason vampirism doesn't spread is that the victim is typically killed by blood drain. The megabeast vampires in Dark Ages specifically have bite interactions, as do all the animal forms.I figured that might have been the case, though you can drink from someone in adventurer mode fooorrreeeevvvveeerrrrrr, which makes you wonder why fort mode vamps are so dumb and always leave drained corpses laying around... but I guess it's a sorta control method to alert you to the presence.
Oh okay. But how come they are not popping up in the civ tab?
I thought the main reason vampirism doesn't spread is that the victim is typically killed by blood drain. The megabeast vampires in Dark Ages specifically have bite interactions, as do all the animal forms.I figured that might have been the case, though you can drink from someone in adventurer mode fooorrreeeevvvveeerrrrrr, which makes you wonder why fort mode vamps are so dumb and always leave drained corpses laying around... but I guess it's a sorta control method to alert you to the presence.
I've tried several times to do things like bite the hell out of someone, going so far as to have their guts hanging in my inventory by the time I leave (a kinda trophy habit I started because it amuses me that nobody mentions the length of intenstines hanging out of my mouth, like being on a date with brocolli in your teeth, except way more horrific) but deliberately leave and travel away before they die. I figure if anything would transfer it, being disemboweled by someone's teeth after having them gnawing away at various bits of unprotected skin would have... but it doesn't even show up in legends mode despite having seen a couple of times where someone was injured by a vamp but got away.
Which is good I guess, because the npc AI has no idea what the appropriate time to use dragonfire is if you give it any sort of permissive usage hints, though it was endlessly hilarious when I added dragonfire to my modded steel angel race with a clean hint and found them LITERALLY bathing each other casually with dragonfire mid conversation since they were all fireimmune_super as well.
Oh bloodgod, now I wanna try adding a bite interaction with a clean hint and see if npcs start fanging each other randomly.
On the new mod-infused game launcher, Mayday along with CLA, my personal favortie please add, seems to be broken with adventure mode not listing new civs or interactions. I have not tested each pack though.
About Save Game Transfers
Do I need to gen a new world for the update or can I transfer my saves
I get crashes every time i try to gen a new world. Any way to fix it?
Here's another offer for helping with a Linux version!
Wait, why wouldn't a linux version work?
For installing mods I just drop the raws in and go (well, I usually change raws to .raws and then swap over stuff that I want to transfer from my stuff) and it generally works fine.
Ok so i manage to create a world on phoebus tileset, anyway when i press N i dont see any roles that i can assign, in M screen no possibility to create a squad. Why is that?Spoiler (click to show/hide)
Looks like that, its blank, had it on save uploaded by you and also on the world generated by me
Not sure what's causing this, but Adventure Mode player vampires cannot target others with their "bite" interactions. Attempting to use those interactions results in automatically preforming the interaction on yourself, even though vampires are supposed to be immune to vampire curses. This include the Half-Vampire Curse, which is somewhat game-breaking when suddenly everyone everywhere wants to kill you.
Hmmm, I tried a few changes, even tried making it a virtual copy of the cat head bump interaction, no luck, but it is still amazing that they will casually fang each other if you set the usage hint to greeting.
I will however consider this a success:
(http://i.imgur.com/VHwYo6R.png)
So yeah, I have witnessed npc's converting each other, the lord was definitely not one (cdi forbidden: master vamp curse) and the only ones who can do the speed boost are master vamps, so, there ya go, they were adjacent, the first salute had been cursed at some point by the guy I was there to find and then he fanged the lord and turned him while I watched.
Ok so i manage to create a world on phoebus tileset, anyway when i press N i dont see any roles that i can assign, in M screen no possibility to create a squad. Why is that?Spoiler (click to show/hide)
Looks like that, its blank, had it on save uploaded by you and also on the world generated by me
There is nothing I can think of that even allows one to modify the Military screen. Unless this is a font problem with the Starter Pack itself or DFHack.
That is weird. What type of vampire is your character, and what is the name of the power you are using?
I double checked the raws and indeed it should be impossible to become a different type of vampire once you have contracted a strain.
I would like you to remove the required body part mouth line from the raw interaction and try again. If that doesn't instantly fix it, I fear there is a hard coded element blocking player transmission to NPCs.
I might have an alternative though.
Maybe Knight Otu has a dog in this race.
Ok so i manage to create a world on phoebus tileset, anyway when i press N i dont see any roles that i can assign, in M screen no possibility to create a squad. Why is that?Spoiler (click to show/hide)
Looks like that, its blank, had it on save uploaded by you and also on the world generated by me
There is nothing I can think of that even allows one to modify the Military screen. Unless this is a font problem with the Starter Pack itself or DFHack.
That's the Nobles screen. They're missing all their nobles, or rather perhaps just the one (the one that assigns all the other ones).
That is weird. What type of vampire is your character, and what is the name of the power you are using?
I double checked the raws and indeed it should be impossible to become a different type of vampire once you have contracted a strain.
I would like you to remove the required body part mouth line from the raw interaction and try again. If that doesn't instantly fix it, I fear there is a hard coded element blocking player transmission to NPCs.
I might have an alternative though.
Maybe Knight Otu has a dog in this race.
Looks like you already figured this out, but for confirmation: I removed the "mouth required body part" and vampires still self-infected when under player control. For example, a master vampire becomes a master/lesser vampire when they try to use the "create lesser vampire" power, and gain the interactions available to a lesser vampire in addition to the master vampire ones. This includes a of "create lesser vampire" and "half vampire curse".
If you use the "create master vampire" interaction as a master vampire, it gives you the "bites/pales" message, but doesn't give you copies of the abilities you already have. Biting vampires as a half-vampire doesn't seem to do anything, though.
EDIT: Also, not sure if this is intentional or not, but vampire lord skeletons can't be used for crafting in adventure mode. Probably something to do with technically being steel.
Seems to be something wrong with the latest version. There's no .exe files for the newbpack or the game itself included. Do I need to download the earlier version first? If so, where can I find it?
SOLVED: Downloaded it again and retrieved the .exe's. No idea why it was removed from within the packed zip folder in the first place.
03/20/2015 So you knew you were getting libraries, right? I mean, there are all these books being carried around by traveling artists with no easy way to read them, and we can't have that. Also, it was a little odd to imagine a library packed with art books and the occasional rambling necromantic tract -- we're in the process of solving that problem in the usual way: I just got through with engineering and chemistry, such as they are. The outlines are ready for mathematicians, philosophers, historians, geographers, doctors, naturalists, and astronomers. I'm using the same master-student framework for them as they work on research projects, and they'll also consult existing books at their home libraries, of course -- a good thing, since the early tests without books led to the expected and repeated tragic loss of knowledge and the constant rediscovery of previously known facts without much progress toward advanced techniques. It has been entertaining building up the different knowledge branches, interacting with our year 1400 cut-off, and no doubt screwing up various simple ideas and so forth.
As it stands, the state of your civilization's collected knowledge does not impact what buildings, jobs, etc. you can use in your fort -- that's a tricky issue I don't want to get sucked into at this point. Figuring that out for a later release is certainly on the table. It's an interesting problem -- smaller worlds with fewer scholars don't advance as fast, and the future myth generation stuff will doubtless shake up the progression. We're not worrying about any of that now! All we want are wholesome libraries.
Dwarves practice all forms of scholarship (while still preferring craftsdwarfship to books), elves do elfy stuff, and humans are variable (human values are randomized for each instance of civilization now, and there's a raw tag that sets scholar types based on the particular civ's values and jobs).
This shouldn't be too lengthy a side-track, given that we aren't tackling any of the difficult questions where game and knowledge intersect. Festivals soon! Then we can move to fortress mode. Though the focus with your dwarves this time is on taverns and leisure, there is a possibility of a fort library being a minor topic (as temples are currently). -Toady One
http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)
It's an interesting problem -- smaller worlds with fewer scholars don't advance as fast, and the future myth generation stuff will doubtless shake up the progression
So you knew you were getting libraries, right?
It's a raw issue caused by installing and then improperly uninstalling a graphics set.
It's a raw issue caused by installing and then improperly uninstalling a graphics set.
Ok, thanks !
Tried to make a clean copy of a graphics pack, doesn't seem to change anything... How does one solve this raw issue ?
EDIT : in the savegame's raws, as well as the main folder raws.
It's a raw issue caused by installing and then improperly uninstalling a graphics set.
Ok, thanks !
Tried to make a clean copy of a graphics pack, doesn't seem to change anything... How does one solve this raw issue ?
EDIT : in the savegame's raws, as well as the main folder raws.
Sorry, this is caused by me not fusing the graphic tiles for mineral raws. I can fix it. It's just going to take a bit more effort than I realized. Until then, all mineral graphics are broken except Ironhand-Dark-Ages. And ASCII, and CLA maybe? You could slap copy the raws from the vanilla LNP graphics folder. It shouldn't cause any issues as I think I half addressed this for [R6]. I will fully address it in [R7]. Hopefully! ::)
This mod looks very cool,indeed.
Got into adventure mode recently (i player fortress mode for years) and i love it then i found your overhaul and it is really really interesting stuff and i plan to jump into it
So what is ETA on R7 ? Supposed to be yesterday....
Would love to start R7 as fresh new player to this overhaul.
Got into adventure mode recently (i player fortress mode for years) and i love it then i found your overhaul and it is really really interesting stuff and i plan to jump into it
So what is ETA on R7 ? Supposed to be yesterday....
Would love to start R7 as fresh new player to this overhaul.
Seems like every time I announce it will be released "tonight", that night goes crazy with other stuff. [R7] should be uploaded around 12am PT.
Got into adventure mode recently (i player fortress mode for years) and i love it then i found your overhaul and it is really really interesting stuff and i plan to jump into it
So what is ETA on R7 ? Supposed to be yesterday....
Would love to start R7 as fresh new player to this overhaul.
Seems like every time I announce it will be released "tonight", that night goes crazy with other stuff. [R7] should be uploaded around 12am PT.
Got into adventure mode recently (i player fortress mode for years) and i love it then i found your overhaul and it is really really interesting stuff and i plan to jump into it
So what is ETA on R7 ? Supposed to be yesterday....
Would love to start R7 as fresh new player to this overhaul.
Seems like every time I announce it will be released "tonight", that night goes crazy with other stuff. [R7] should be uploaded around 12am PT.
Got into adventure mode recently (i player fortress mode for years) and i love it then i found your overhaul and it is really really interesting stuff and i plan to jump into it
So what is ETA on R7 ? Supposed to be yesterday....
Would love to start R7 as fresh new player to this overhaul.
Seems like every time I announce it will be released "tonight", that night goes crazy with other stuff. [R7] should be uploaded around 12am PT.
LIES. LIEESSSSSSS!!!
(http://cdn-static.denofgeek.com/sites/denofgeek/files/images/16539.jpg)
Got into adventure mode recently (i player fortress mode for years) and i love it then i found your overhaul and it is really really interesting stuff and i plan to jump into it
So what is ETA on R7 ? Supposed to be yesterday....
Would love to start R7 as fresh new player to this overhaul.
Seems like every time I announce it will be released "tonight", that night goes crazy with other stuff. [R7] should be uploaded around 12am PT.Spoiler (click to show/hide)
In need my fix maaaan...Spoiler (click to show/hide)
AH! The manual input tag is what you needed for the adventurer curse transmission?
Awesome!
Hi guys and thx for great mod.But i wanted to ask a few things:1.Do hags always are so supernaturaly strong?(They usually scratch a hands/legs out from 1 st hit even through a good armor (my human used steel+chainmail leggins didnt saved his legs from tearing off with uberclaws:D))and yes i mean a usual hags not shamans.
2.A question about shadow hunters.As i undestand they should be like assasins that stalk their preys alone,but in my last run i encoutered a whole hamlet of them(i mean MANY at least 15+ and alongside with a shadow hunters they had shadow tanners etc.)Is it a bug or they can capture a settlements?cos this hamlet was nominaly under goblin control and there were some goblins on the map as well.There is a screenshot.And ye epic death from a sock:DSpoiler (click to show/hide)
For some reason, my Blood Helmet men stopped eating and drinking, even though i have a river with "Water source" zone on it, and many kinds of food in stockpiles. Any idea why?
Also, I don't think the Blood Helmet men rebellion works at all. I've bought over 200 of them on embark, waited two-three months,(only 7 dwarves) and no attacks, miasma or anything
Weird issue with the Fates caravans... I think they came with ancestral spirits, which melted so they freaked out and left. My fort was struggling at the time, and when they ran away they dropped everything. Now I'm rich(ish)!
Have that problem with blood helmet people too.But only with babys they always dying from dehydration nomatter what(even if standing in tile with water).Old blood helmet people that i had from embark was okay.Btw is there any way to protect from a fireballs?They are basicaly instakill now coz they ignite a dwarf with it and gameover coz he is burning than and igniting everything around it too so if it happening in above ground z lvl the whole map turns in inferno cz all vegetation around became to burn too=)And they seems like having low cooldown(saw a 2 mages killed great androsphinx just by spammig fireballs almost every turn).At least they are peacefull=)
Fairly minor issue: After being bitten by and subsequently decapitating a vampire lord, my adventurer was able to vampirize people, which is awesome. I then discovered that this could be done from several spaces away. It doesn't really detract from game-play, so it's probably not a priority.
I just want to say: I love this Dark Ages + Starter Pack thing, I just recently started playing DF, and I am so addicted to my fort i have in Dark ages, constantly besieged by the three towers nearby, its glorious, even though its gonna die soon. I can feeeeel it. A black Dragon just showed up, and other than completely wrecking anything that approaches it, it doesn't move from the edge of the map where it showed up. Don't know if they're supposed to bum rush the fort like every other mega beast or not, but it was very helpful in wrecking the undead guys. The undead guys were these Byakhee monsters, and they also just hung out at the edge of the map. the black dragon decimated them, as well as some dwarves I keep trying to lure it into cage traps with...
Its not that theyre physically stuck, they go kill stuff, but they always return to about where they spawned. Ive seen the black one chase down my dwarves and other creatures all over the map, it just wont attack anything until it sees it, the same thing with this undead dragon that's now chilling on the other corner. Makes for a real good defense now.
Do they have MEANDERER or CURIOUSBEAST_* tokens? The first one makes them roam randomly, the second one makes them go for fortress stockpiles.
Do they have MEANDERER or CURIOUSBEAST_* tokens? The first one makes them roam randomly, the second one makes them go for fortress stockpiles.
I just checked the raws for the da dragons, they have [CURIOUSBEAST_EATER] tags, however they don't have [LARGE_PREDATOR] like the vanilla dragon does, I'm about to test whether adding it will make them attack. They also do not have any [ATTACK_TRIGGER:80:10000:100000], which explains why they showed up when my fortress had 9 dwarves.
I've come across something else kinda weird. The Fates near me showed up to trade on my first summer, when they got to my depot and I opened the trade screen, they had nothing to trade, even though I see that they have brought stuff (animals in cages). Then after it said they departed, they wouldn't leave the depot until I unbuilt the Depot. They were back to trade the next season along with the dwarven caravan too. Also there was an Ancestral spirit, but I never saw it, I only know it existed from the dead units screen. Any idea whats going on?
Posted by: pondicherry I'm so glad I tried this.
Thank you, great great work.
I used DF hacks workflow settings and digv, cant live without them, but other than that, nope.
No, but i now realize that for some reason I'm playing as legendary dwarven druids and not plain 'ol dwarves. I have no idea what I did to do that as other than add the expanded glazes mod to it, I haven't changed anything to the R8 release. I gotta play around with it more, I'm still really new to DF in general, and I really enjoy messing around with the raws.As far as I am aware, legendary dwarves are playable in this mod by default. When selecting a civ, it lists all playable civs. To know what the creature is, go to the neighbours tab and see which creature is at the top: that's you. Cycle between civs and you'll probably see it switch from dwarf to legendary dwarf. If I'm not wrong, legendary dwarves make cities in worldgen, making the icons in the worldmap different.
No, but i now realize that for some reason I'm playing as legendary dwarven druids and not plain 'ol dwarves. I have no idea what I did to do that as other than add the expanded glazes mod to it, I haven't changed anything to the R8 release. I gotta play around with it more, I'm still really new to DF in general, and I really enjoy messing around with the raws.As far as I am aware, legendary dwarves are playable in this mod by default. When selecting a civ, it lists all playable civs. To know what the creature is, go to the neighbours tab and see which creature is at the top: that's you. Cycle between civs and you'll probably see it switch from dwarf to legendary dwarf. If I'm not wrong, legendary dwarves make cities in worldgen, making the icons in the worldmap different.
(DF itself now allows for automining of veins/clusters, so no need to use DFHack for that. It's good for other wizardry though.)
When designating digging, there should be a hotkey in the bottom of the menu, I can't remember which, saying something like "designating all". Pressing it will switch between all, veins, veins+clusters, clusters.No, but i now realize that for some reason I'm playing as legendary dwarven druids and not plain 'ol dwarves. I have no idea what I did to do that as other than add the expanded glazes mod to it, I haven't changed anything to the R8 release. I gotta play around with it more, I'm still really new to DF in general, and I really enjoy messing around with the raws.As far as I am aware, legendary dwarves are playable in this mod by default. When selecting a civ, it lists all playable civs. To know what the creature is, go to the neighbours tab and see which creature is at the top: that's you. Cycle between civs and you'll probably see it switch from dwarf to legendary dwarf. If I'm not wrong, legendary dwarves make cities in worldgen, making the icons in the worldmap different.
(DF itself now allows for automining of veins/clusters, so no need to use DFHack for that. It's good for other wizardry though.)
It all makes so much sese now... Thank you! how do you command dwarves to digv in regular DF?
No, but i now realize that for some reason I'm playing as legendary dwarven druids and not plain 'ol dwarves. I have no idea what I did to do that as other than add the expanded glazes mod to it, I haven't changed anything to the R8 release. I gotta play around with it more, I'm still really new to DF in general, and I really enjoy messing around with the raws.As far as I am aware, legendary dwarves are playable in this mod by default. When selecting a civ, it lists all playable civs. To know what the creature is, go to the neighbours tab and see which creature is at the top: that's you. Cycle between civs and you'll probably see it switch from dwarf to legendary dwarf. If I'm not wrong, legendary dwarves make cities in worldgen, making the icons in the worldmap different.
(DF itself now allows for automining of veins/clusters, so no need to use DFHack for that. It's good for other wizardry though.)
It all makes so much sese now... Thank you! how do you command dwarves to digv in regular DF?
The tile for sand, animals are wrong etc. Mainly affects ascii and just font and it wouldn't matter when using a graphics pack.
The tile for sand, animals are wrong etc. Mainly affects ascii and just font and it wouldn't matter when using a graphics pack.
The tile for sand, animals are wrong etc. Mainly affects ascii and just font and it wouldn't matter when using a graphics pack.
I'm noticing with ironhand graphics pack a lot of animals are letters, don't know if that's also related.
The tile for sand, animals are wrong etc. Mainly affects ascii and just font and it wouldn't matter when using a graphics pack.
I'm noticing with ironhand graphics pack a lot of animals are letters, don't know if that's also related.
Even with adding 120+ tiles to Ironhand, there are many vanilla creatures that don't have graphics. The letter designation should make sense, but the color may be wrong. I planned to address this eventually (at least in Ironhand for common animals).
Feel free to list any creatures you think should have graphics. I will take a look.
For me sand was using the tile of bucket, carp was "," or something that there of. Monarch butterflys were wrong. It wasn't possible to tell what was what if it was wrong. I didn't want to go through and fix everything seeing as there would be alot to correct.
I find it rather unplayable untill that is fixed. Looks like it would be fun.
Question, I'm near, aboleths, and lizard men and hags. When would they start to siege me? i am year 2 into my fort, have a 121 dwarves and over 2 billion wealth. They havent popped up on the civ.
Shouldn't that be Rogue rather than Rouge? >.<
Saw it pop up, it's in the raws too btw, I should have specified that but didn't apparently.
Well that'd be great if you did! I just need to know how to send it! Also your spectres are jerks! They keep bringing the dead back to life! lol
can the player become a vampire lord?
can the player become a vampire lord?
Currently, no.Spoiler (click to show/hide)
can the player become a vampire lord?
Currently, no.Spoiler (click to show/hide)
so currently there is no way to become a vampire lord?
EDIT: i just fought an ancient vampire and he bit me and i became a master vampire :D
can the player become a vampire lord?
Currently, no.Spoiler (click to show/hide)
so currently there is no way to become a vampire lord?
EDIT: i just fought an ancient vampire and he bit me and i became a master vampire :D
There is no way to become a vampire lord. Congratulations on becoming a master vampire. ;)Spoiler (click to show/hide)
can the player become a vampire lord?
Currently, no.Spoiler (click to show/hide)
so currently there is no way to become a vampire lord?
EDIT: i just fought an ancient vampire and he bit me and i became a master vampire :D
There is no way to become a vampire lord. Congratulations on becoming a master vampire. ;)Spoiler (click to show/hide)
my only complaint about the master vampire is the bat transformation is not at all useful for combat and seems to only be good for regaining lost body parts.
Hey, why won't deanimating corpses work? Also, will we be able to animate single bodyparts and animals/lizardmen? The pool of corpses available to animate is really small. Thanks in advance for answers.
Animation cannot be modded and deanimation as its own thing does not exist.
Could someone please explain to me how I can get my dwarves to stop casting fire spells? Twice now my current fort has had surface forest fires due to spooked dwarves, and once inside in a dirt level covered with moss and such... the first surface fire cost me 12 dwarves, and the underground fire cost me my 2 best soldiers who got cornered :'( also all my animals.. 60 odd turkeys, my dogs and goats :'(
Could someone please explain to me how I can get my dwarves to stop casting fire spells? Twice now my current fort has had surface forest fires due to spooked dwarves, and once inside in a dirt level covered with moss and such... the first surface fire cost me 12 dwarves, and the underground fire cost me my 2 best soldiers who got cornered :'( also all my animals.. 60 odd turkeys, my dogs and goats :'(
You are playing Legendary Dwarves. The mages cast fireball and are immune to fire, non-mage legendary Dwarves are not (although this might make sense to change after recent updates). You could segregate the spell casters, build firewalls, or just stick with vanilla Dwarves.
Could someone please explain to me how I can get my dwarves to stop casting fire spells? Twice now my current fort has had surface forest fires due to spooked dwarves, and once inside in a dirt level covered with moss and such... the first surface fire cost me 12 dwarves, and the underground fire cost me my 2 best soldiers who got cornered :'( also all my animals.. 60 odd turkeys, my dogs and goats :'(
You are playing Legendary Dwarves. The mages cast fireball and are immune to fire, non-mage legendary Dwarves are not (although this might make sense to change after recent updates). You could segregate the spell casters, build firewalls, or just stick with vanilla Dwarves.
Is there a way to stop mages from casting spells? A labor to click off? I prefer vanilla dwarves, but oddly the world I genned had only legendary ones. I find them hard to sort cause they all have mining, stonecrafting, armor and weapon smithing and such. Not to mention vastly better mental stats!
Edit: I should note, I quite like the modding overall. Even when I get a swarm of byakhee zombies!
Honestly don't remember in both cases; I'd say though that it was 90% likely that it was a migrant however. Is there an indicator somewhere which I can use to tell which dwarf will have the fireball spell?
Hey, why won't deanimating corpses work? Also, will we be able to animate single bodyparts and animals/lizardmen? The pool of corpses available to animate is really small. Thanks in advance for answers.
How do i change my civ?Right now I can only play dwarves i want to play goblins
Thank you. But if goblins arent intented to be played its better if i dont play them probably...well is there any evil factions that are made for the mod or only dwarves were intented to be played?How do i change my civ?Right now I can only play dwarves i want to play goblins
go into your games raw/objects folder and look for a .txt file called 'entity_default'. ctrl-f 'goblin', underneath [GOBLIN] write [CIV_PLAYABLE]
Take note that you may not have access to the buildings you need, can dig through rock or have fun as the goblins. It's not like the mod has been balanced of intended to be used like that in any way.
Also, if you want your civ to be at war and have more sieges, with hopes of getting sieged by dwarves or something? Remove
[LIKES_SITE:DARK_FORTRESS]
[TOLERATE_SITE:DARK_FORTRESS]
and add
[LIKES_SITE:(all other site types, including player fortress)]
This'll send goblins on an exodus out of their homes days after being birthed from the mud in their dark fortress, and since they're not the best with social skills, they'll try to take other sites by force.
Thank you. But if goblins arent intented to be played its better if i dont play them probably...well is there any evil factions that are made for the mod or only dwarves were intented to be played?How do i change my civ?Right now I can only play dwarves i want to play goblins
go into your games raw/objects folder and look for a .txt file called 'entity_default'. ctrl-f 'goblin', underneath [GOBLIN] write [CIV_PLAYABLE]
Take note that you may not have access to the buildings you need, can dig through rock or have fun as the goblins. It's not like the mod has been balanced of intended to be used like that in any way.
Also, if you want your civ to be at war and have more sieges, with hopes of getting sieged by dwarves or something? Remove
[LIKES_SITE:DARK_FORTRESS]
[TOLERATE_SITE:DARK_FORTRESS]
and add
[LIKES_SITE:(all other site types, including player fortress)]
This'll send goblins on an exodus out of their homes days after being birthed from the mud in their dark fortress, and since they're not the best with social skills, they'll try to take other sites by force.
Alright so I'm having some difficulties with Ancestral Spirits. I've been murdering caravan bought animals left and right and now I have 20-30 of these things flying around my craftsdwarfs workshop. Other then just outright killing them, which I'm not even sure would work in getting rid of them, what can I do to use them to my advantage? Or at least just get rid of the buggers.
I'm a legendary dwarf civ by the way.
Alright so I'm having some difficulties with Ancestral Spirits. I've been murdering caravan bought animals left and right and now I have 20-30 of these things flying around my craftsdwarfs workshop. Other then just outright killing them, which I'm not even sure would work in getting rid of them, what can I do to use them to my advantage? Or at least just get rid of the buggers.
I'm a legendary dwarf civ by the way.
They are good pets. They have decent fighting abilities and can be used for fishing. Most importantly, they have the power to heal and to raise more spirits from the dead.
Alright so I'm having some difficulties with Ancestral Spirits. I've been murdering caravan bought animals left and right and now I have 20-30 of these things flying around my craftsdwarfs workshop. Other then just outright killing them, which I'm not even sure would work in getting rid of them, what can I do to use them to my advantage? Or at least just get rid of the buggers.
I'm a legendary dwarf civ by the way.
They are good pets. They have decent fighting abilities and can be used for fishing. Most importantly, they have the power to heal and to raise more spirits from the dead.
I was actually having a few issues with them though as the vast majority of them are considered wild animals that just sit around wasting space. I ended up just culling all the wild ones as they were just continuously spawning new ones, making the infestation worse. I still have a few tame spirits however.
Been playing a lot lately.
One thing i miss from my vanilla modded game is Stalls armory pack...
any plans for future to mix things up for armor and weapons ?
Vanilla armor and weapons are imo bad in therms of stats and uses where Stalls Armory pack not only adds ton of fun interesting weapons but fixes things like wearing stacks of chainmail.
Stalls armory pack mod:
http://www.bay12forums.com/smf/index.php?topic=142993.0
also here is nice and fun and easy to implement mod More Leather (as per animal depending on size):
http://www.bay12forums.com/smf/index.php?topic=122003.0
Also i found this when i tried to add humans as playable civ:
[ENTITY:PLAINS]
[INDIV_CONTROLLABLE]
[CREATURE:HUMAN]
[CREATURE:HUMAN_CLERIC
[CREATURE:HUMAN_ROGUE
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
is this:
[CREATURE:HUMAN_CLERIC
[CREATURE:HUMAN_ROGUE
is how it should be ? Shouldn't there be ] at the end ?
Is there any way to slow down skill experience progress ?
Been playing a lot lately.
One thing i miss from my vanilla modded game is Stalls armory pack...
any plans for future to mix things up for armor and weapons ?
Vanilla armor and weapons are imo bad in therms of stats and uses where Stalls Armory pack not only adds ton of fun interesting weapons but fixes things like wearing stacks of chainmail.
Stalls armory pack mod:
http://www.bay12forums.com/smf/index.php?topic=142993.0
also here is nice and fun and easy to implement mod More Leather (as per animal depending on size):
http://www.bay12forums.com/smf/index.php?topic=122003.0
Also i found this when i tried to add humans as playable civ:
[ENTITY:PLAINS]
[INDIV_CONTROLLABLE]
[CREATURE:HUMAN]
[CREATURE:HUMAN_CLERIC
[CREATURE:HUMAN_ROGUE
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
is this:
[CREATURE:HUMAN_CLERIC
[CREATURE:HUMAN_ROGUE
is how it should be ? Shouldn't there be ] at the end ?
If Stall is agreeable, I will try to add Stalls Armory Pack for the next update. As far as the the missing brackets go, if I recall correctly, Rogues and Cleric civs still appear without them, but they should have been included.
As fair warning, the next update will be sometime after the next release of DF, unless some game breaking problem presents itself.QuoteIs there any way to slow down skill experience progress ?
Not that I am aware of. What is the reason you would like to slow xp gains?
If you do add Stals, can you add it in such a way that it is toggle-able on and off? I for one would prefer not to use it
I think i found a bug.
I have Dire Wolves added by DA in cages but they won't show up on animals screen. I checked their raws and they have [trainable] so i think they should be tamable.
I used ideas from Stal for rebalancing and tweaking the weapons and such for Wanderlust. I love the fixes for armor layering in there, the more massive armors, and the variety with weapons from the prepare/recover hack to represent weapon length.
If you do add Stals, can you add it in such a way that it is toggle-able on and off? I for one would prefer not to use it
Taking a another look at Stals mod, I considered adding it before. There are some cool elements I might selectively add, however, refitting and stabilizing Dark Ages for the next version of DF will be very time consuming by itself.
@GM-X
Yo
I thought about adding a new class called the black swordsman; the fireball spell could function as a "hand cannon", another spell could fire a bunch of crossbow bolts. You can transform into berserker form greatly enhancing speed and strength but causing continuous (slight) bleeding during the battle. It would be also cool to add the dragon slayer sword and the berserker armor, on bonus could you make the human one armed and one eyed (if possible with a prosthetic arm).
Your mod reminds me a lot of Berserk and it would be awesome to plays as Guts killing demons and other monsters.
Please make a nerds dream come true!
The order of the armor layers too. You can put on certain things after others but not before, it's more sensible than vanilla with the "put on a third mail shirt with your breastplate, robe, dress, and ten cloaks?" setup now.
@GM-X
Yo
I thought about adding a new class called the black swordsman; the fireball spell could function as a "hand cannon", another spell could fire a bunch of crossbow bolts. You can transform into berserker form greatly enhancing speed and strength but causing continuous (slight) bleeding during the battle. It would be also cool to add the dragon slayer sword and the berserker armor, on bonus could you make the human one armed and one eyed (if possible with a prosthetic arm).
Your mod reminds me a lot of Berserk and it would be awesome to plays as Guts killing demons and other monsters.
Please make a nerds dream come true!
The order of the armor layers too. You can put on certain things after others but not before, it's more sensible than vanilla with the "put on a third mail shirt with your breastplate, robe, dress, and ten cloaks?" setup now.
Sounds like Wanderlust may already be well suited for merging with Dark Ages. ;D Have you tried it yet Perkel?@GM-X
Yo
I thought about adding a new class called the black swordsman; the fireball spell could function as a "hand cannon", another spell could fire a bunch of crossbow bolts. You can transform into berserker form greatly enhancing speed and strength but causing continuous (slight) bleeding during the battle. It would be also cool to add the dragon slayer sword and the berserker armor, on bonus could you make the human one armed and one eyed (if possible with a prosthetic arm).
Your mod reminds me a lot of Berserk and it would be awesome to plays as Guts killing demons and other monsters.
Please make a nerds dream come true!
I welcome all adventure class suggestions. Lots of adventurers hanging out in Forts is the next stage of DF. Also, the direction Dark Ages has been heading for the past year. Someone else mentioned the likeness to Berserker, although I am not familiar with that lore.
Anyone care to share some world gen saves and embark locations?
Hello I like the mod, been playing it for a few days now. I really like the variety of enemies and crazy monsters that show up.
I have a couple of, I hope constructive, criticisms though. The wizard and fate caravans come almost every season. Is there a particular reason for this? I started just killing them as they arrive because I was tired of trading with them and listening to their diplomat/liason. It is easy enough to mod this no doubt, but I was just wondering why? Are they meant to attack or something?
As well, while the first wild fire caused by my dwarves casting fireball was hilarious the next few dozen grew a bit old. After nearly all of my animals died and close to 50 dwarves I have basically given up on the surface and live entirely in the rock layer. The challenge was intrigueing at first but then I opened the caverns to check out what you have created there and well... moss catches on fire too. I realize that I can simply play normal dwarves but... those wizards that come year round? Ya they cast fireball too lol.
There is sure alot of !!FUN!! to be had in this mod but perhaps there is a way to tone down the fire flinging ever so slightly so that the horror awesomeness you have imbued into this mod can be enjoyed instead of the inferno apocalypse which currently prevails. I had, in my mind, a different picture of hell on dwarf fortress, perhaps a less literal version.
When there will be next update?
Ok thank you. And good luck with your new game :DWhen there will be next update?
Dark Ages has been under development for around 24-months. Here is roughly what I see coming next:Somewhere in here, I may or may not, become addicted to Fallout 4. I stayed away from Witcher 3. That helped save a lot of time.
- First, (or second) I will release my own little RPG. It is not my Dwarf game, but a Sci-Fi sim that will include some elements of my Dwarf game.
- Second, (or first) Toady One will release the next version of Dwarf Fortress. This will lead to 5-weeks (probably longer) of modding, testing, and stabilizing Dark Ages for fort mode adventurers. -The last update (to 0.40.01) I was able to work overtime on for several weeks, and it took me 2-months.
And also important! I've got a bug which crashes my game during advanced world generation at about 50-100 year what can I do with it?
It crashes at large region 250 years full gen parameter I haven't used other gens but I will try and see if it will crash againAnd also important! I've got a bug which crashes my game during advanced world generation at about 50-100 year what can I do with it?
Which advanced world gen parameter are you using? Fire & Ice is buggy, and will rarely make it past year 100 currently.
It crashes at large region 250 years full gen parameter I haven't used other gens but I will try and see if it will crash againAnd also important! I've got a bug which crashes my game during advanced world generation at about 50-100 year what can I do with it?
Which advanced world gen parameter are you using? Fire & Ice is buggy, and will rarely make it past year 100 currently.
I've tried 5 times to generate in adv world gen and 1,3,4,5 time it just crashed and 2 time it just rejected all the worlds.It crashes at large region 250 years full gen parameter I haven't used other gens but I will try and see if it will crash againAnd also important! I've got a bug which crashes my game during advanced world generation at about 50-100 year what can I do with it?
Which advanced world gen parameter are you using? Fire & Ice is buggy, and will rarely make it past year 100 currently.
Sometimes, you can get very unlucky in world gen. There are several vanilla world crashes that may be exasperated by the Dark Ages mod. Although, I have not had many crashes in world gen lately.
You can always use the Ironhand world I uploaded: https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0 (https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0)
I've tried 5 times to generate in adv world gen and 1,3,4,5 time it just crashed and 2 time it just rejected all the worlds.It crashes at large region 250 years full gen parameter I haven't used other gens but I will try and see if it will crash againAnd also important! I've got a bug which crashes my game during advanced world generation at about 50-100 year what can I do with it?
Which advanced world gen parameter are you using? Fire & Ice is buggy, and will rarely make it past year 100 currently.
Sometimes, you can get very unlucky in world gen. There are several vanilla world crashes that may be exasperated by the Dark Ages mod. Although, I have not had many crashes in world gen lately.
You can always use the Ironhand world I uploaded: https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0 (https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0)
But thanks for the world finally I will play dark ages again
Oh I WAS running dfhack now I see a problem.I've tried 5 times to generate in adv world gen and 1,3,4,5 time it just crashed and 2 time it just rejected all the worlds.It crashes at large region 250 years full gen parameter I haven't used other gens but I will try and see if it will crash againAnd also important! I've got a bug which crashes my game during advanced world generation at about 50-100 year what can I do with it?
Which advanced world gen parameter are you using? Fire & Ice is buggy, and will rarely make it past year 100 currently.
Sometimes, you can get very unlucky in world gen. There are several vanilla world crashes that may be exasperated by the Dark Ages mod. Although, I have not had many crashes in world gen lately.
You can always use the Ironhand world I uploaded: https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0 (https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0)
But thanks for the world finally I will play dark ages again
Are you running DFHack during world gen? That can cause problems.
Totally forgot you were the creator of this mod for a second and was about to blast you for spamming in random threads :P Best of luck with your game! I voted it up
I have 3 separate DF installs right now, and having stumbled on a random Lets Play of this mod, looks like I'm about to make a fourth.
Edit: My Founders started with (that is, in addition to the Skills I picked) Competent Skill in; Armorsmith, Weaponsmith, Stonecrafting, and Mining. One of them even had Competent Herbalist without my prompting. I'm going to roll with it, but first impression is this seems both overpowered and kinda pointless, since I won't be equipping and training a Militia for at least a year. Even then, 90% of the time my first squadron is Marksdwarves.
Edit 2: That Fortress crashed. When I made a new one, nobody had preset skills.
For some reason if I use the starter pack launcher and switch the tileset to Phoebus all the text and terrain changes to phoebus normally but units and adventurers still use the visuals from Ironhand. Is this normal and how can I make it use phoebus (or any other tileset for that matter) for units?
Edit: I tried playing it with spacefox tileset instead. Units still use Ironhand. Can someone give me a fix or something?
I just downloaded a copy of R10. The folder inside is named R8, but I suppose that's inconsequential.
Trying to view the age events in any of the worlds I've generated crashes the game. I'm going to take a nebulous guess that it has to do with the other issue I'm seeing --
There are "nothing" creatures, each associated with every religious symbol, which smells an awful lot like a duplicate raw issue, but I'm not seeing an errorlog like I would expect from such.
Any chance you could make beasts or other monsters playable in Adventure Mode?
Any chance you could make beasts or other monsters playable in Adventure Mode?
Many monsters you can become during the course of play, but, I've wanted to add creature adventure classes.
What did you have in mind?
Any chance you could make beasts or other monsters playable in Adventure Mode?
Many monsters you can become during the course of play, but, I've wanted to add creature adventure classes.
What did you have in mind?
Probably not megabeasts or anything too crazy, but definitely some lower-tier monsters and fantasy beasts from the start. Banshees, Harpies, Trolls, maybe even Sasquatches and the like, or bigger things if you want.
With the new features coming in DF's update it'd be neat to be some ravaging monster that finally gets slain, then you later hear Bards singing about you or something. Not many RPGs let you be the monster that you're usually out slaying.
Ancestral spirit is an alternative form of resurrection possessed by the clerics.
I'm not sure what's necessary to "fix" it, but in the meantime, creature_da_adventurer.txt is where the cleric lives in the raws -- you might remove the CAN_DO_INTERACTION and its modifier tags if you want to be rid of them.
(Also, I could swear you had more to say the first time I saw that post.. am I going crazy?)
Few things I've seen in the raws while modifying this to my needs --
Pointing to languages that don't actually exist; [TRANSLATION:FATE] etc; is "fine" and doesn't generate any errors or seem to cause any issues, but note that it causes the entity in question to randomly choose from languages that are valid every time it generates a name, causing a very multicultural civilization, at least as far as names are concerned.
A whole bunch of the great x creatures haven't had their names changed away from the originals.
Finally, the problematic creatures I was seeing earlier are specifically the ones from creature_incarnation.txt. I don't fully understand why you've chosen to associate them with every single symbol, but that's not my place to speak.
Speaking of bugs with creatures, Clerics seem really, really buggy. I have two as companions and any time we kill anyone I get flooded with messages about "Ancestral Spirits" either appearing or vanishing. In one instance we killed a bandit, an Ancestral Spirit appeared, then it proceeded to decapitate all three of us and wouldn't die.
This only happens with Clerics around.
Ancestral Spirits are designed to be somewhat friendly. It is possible for them to have a range of personalities, and I've heard of "wild ones" going rogue, but never beheading an entire party.
Did it use a weapon?
I will definitely take a closer look at this. Don't be shy to report anything else you may find.
Ancestral Spirits are designed to be somewhat friendly. It is possible for them to have a range of personalities, and I've heard of "wild ones" going rogue, but never beheading an entire party.
Did it use a weapon?
I will definitely take a closer look at this. Don't be shy to report anything else you may find.
It had a carving knife, if I remember correctly. That was the only time they'd ever actually killed my entire party, but there have been other times where they still attack. However, it's almost always in defense. Every time I've seen Clerics raise them (multiple worldgens, half a dozen characters with different Clerics in the party) the Clerics immediately start attacking them instead of treating them as neutral or allied. Clerics randomly trying to kill the Spirits seems to be the bigger issue, not vice-versa, which then causes the Spirits to go wild and start hitting everything around them.
Also, gotta say I rethought about it and I honestly think the Aboleths are just a touch too strong. I don't normally complain about tough monsters, but this "apocalyptic creature" very often gets large Hamlets (and even a town in my worldgen), and even one of them can easily kill a high-skilled combatant with full steel equipment, even with half of their body severed or cleaved open. If they didn't have Hamlets, I'd be fine with them being this tough, but it just seems silly. I have an easier time fighting Dragons than I do Aboleths.
Also experienced what may be a bug near hostile "Shadow" warriors and wrestlers and such. Me and my companions constantly lose consciousness, as do other NPCs around us, and in one instance I got near a Shadow Swordsman and suddenly had both my hips mangled beyond recognition. Nothing happened in the announcement log and he didn't attack me, I just got injured out of nowhere. This only happens to me around Shadows and I can't tell if it's intentional or an ability of theirs or just a bug.
Hey, I can't read the previous posts, so maybe this has been solved already, but...
Something that's really creepy - i talked to a lone kobold in a middle of nowhere (i used reveal dfhack command, no one was around) and an invisible Chasm Aboleth replied to me "I don't know you". This happened a few times.
Another thing, I visited an undead hamlet by accident. A message appeared, telling me I obtained a new power, "venomous spatter"... but i didn't. Nothing appears in the x menu.
Both happened when i played a legendary dwarf.
I'm not familiar with dfhack oddities, although the only command I ever use is reveal. Thanks for the responses (:
Is there anywhere with info? I really am confused about some things. Like the magic system, when sieges will occur, and for example it said somewhere on your site "44 new metals added" but I have no idea what they are and what their values are? So its functionally useless to me.
I had no idea wolfsbane was so valuable until years into my fort and I literally had it on the surface for free. If I had known, id have set up all my farms to use it instead.
I don't need super in detail documentation but even some clear list of features would be grand haha. I tried googling the specific mods you added but they lack documentation too.
Im at 93 pop and have been over 80 for like 2 years, I made sure to embark somewhere where it said I was at war with like 5 civs + near a tower, and iv seen NOTHING so far except wizard caravans and forgotten beasts. Wealth is 2.8 mil and exported wealth is about 200k. Am I missing something that makes sieges and other things happen?
Thanks for the reply.
Im excited for 42.x version. I have yet to really play it because frankly I can't handle DF without dwarf therapist. I actually downloaded this mod because I wanted to occupy myself with something new until the utilities get updated.
The siege bug is rather annoying in that case. I did finally get something, but it seemed bugged as well. "Hungry Head Swordsman Corpse" came and gave the typical tower siege announcement about dead walking.
However all their clothing and swords dropped at the map edge like they couldn't actually use/wear anything. They were naked and weaponless when they reached my dwarves and not even one dwarf was injured by the attack because they died so easily and couldn't really attack. It was also hella laggy, I believe because it was 59 flying creatures? don't know.
I also got a Giant Toad Corpse in the caverns (no idea how) that started "gesturing" and raising all the other corpses in the cave and killing everything else. It came with no announcement, I just noticed what was happening in the logs. What the hell was that haha? That was the closest my fort came to ruin. Plenty of FUN. Whatever it was, A+. It "gestured" and then the corpses would "sprout tentacles" and rise. Crazy shit. It had an army by the time I decided to deal with it.
I also saw my (legendary) dwarfs jump up a z-level to attack some crundles AND in another scenario, jump over a gap (over lava no less) to attack an amphibian man on the other side. Is that intended? It was very strange. I don't know if they were teleporting or flying or climbing what, but they definitely did NOT have a path because after they went up the z level, they wouldnt path back despite dehydration and starvation, and I had to build a ramp. The lava gap jumpers jumped back and I witnessed it. They wont do it unless they have a target I guess.
ANYWAY I do like the mod, the chasm aboleths coming up from the caverns and somehow getting into the fortress are really "fun" sometimes. I also like the skill speed and generally less painful training of legendary dwarves, as well as the better skill points they arrive with. The wizards and rogues are neat. I hope I get some more invasions soon otherwise im going to re-embark right on top of FUN next time ;P
Thank you so much for your hard work on this mod, I nitpicked a bit but only so you have a chance to see if its easily fixable, I still fully enjoy the mod as it is :)
Thank you for the great reports.
I have never actually witnessed a flying corpse head invasion before. Definitely a summoners tower nearby. I am under the impression that summoned monsters can appear with weapons. I didn't think flying heads would though, so I will look in to that. I'm curious what their loot was, if you remember.
Yes, I too have seen creatures make fantastic leaping attacks. I think they get into trouble when they don't have a target to lunge at. Nice rescue op though.
As far the Giant Toad Corpse raising an undead army, that sounds awesome. Would be interesting to learn more about that Toad. Sounds like possible emergent game play, which is the dream. It does sound related to Chasm Aboleth mischief.
Let me know how your future war footing embarks go. Sieges will be a key focus in Dark Ages: Chapter II so all war reports are helpful.
Nitpick, anytime. ;)
Edit: re-embarked and am currently living the boatmurdered dream with huge hoards of "Great Elephant Corpse" attacks, armok help me
https://i.gyazo.com/ebe91fb68215919540c51a86dbd7e812.png
QuoteEdit: re-embarked and am currently living the boatmurdered dream with huge hoards of "Great Elephant Corpse" attacks, armok help me
https://i.gyazo.com/ebe91fb68215919540c51a86dbd7e812.png
Of all the reports you have mentioned, not seeing the Great Elephant graphic in your screenshot is the most upsetting. I could have sworn they had a graphic. :-\
QuoteEdit: re-embarked and am currently living the boatmurdered dream with huge hoards of "Great Elephant Corpse" attacks, armok help me
https://i.gyazo.com/ebe91fb68215919540c51a86dbd7e812.png
Of all the reports you have mentioned, not seeing the Great Elephant graphic in your screenshot is the most upsetting. I could have sworn they had a graphic. :-\
They are undead and are using the undead graphic (flashing between that and the E). Maybe thats why?
Im using spacefox from the dark ages LNP for the record
Put new caps in place on animals in towns during world generation. -Toady One
Do you have any idea when can we expect to test your new version ?
I am excited :)
So far for the next release: I fixed the exported wealth count, made dwarves stop dumping dye/flour/seed/etc. bags out into barrels improperly, allowed intelligent captives to be moved around to other cages etc. again, and stopped dwarves from claiming objects like goblets and minecarts that you need to use around the fort...
Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?
I just created a new world using one of the world gen templates and I see 18 entries, including Bushtit Man, Cardinal Man, Dwarf, Elf, Goblin, Human, Jumping spider man, Legendary Dwarf, Lizard Man, Orc, Panda Man (twice), Tiger Man, Wild boar man, Wizard, Worm man, and Intelligent Wilderness Creature.
Okay. After tinkering with the Raws, and generating a few worlds. I don't see a reason why the full adventurer list isn't appearing. There is a missing tag for Arcane adventures [ALL_MAIN_POPS_CONTROLLABLE] but adding it doesn't seem resolve the issue.I haven't checked your raws myself, but might as well ask the obvious since I often miss stuff like that: did you add [OUTSIDER_CONTROLLABLE] to the creatures? Adventurer outsiders no longer have entities.
Possibly this is population based? Which still doesn't fully make sense and would be pretty serious. I will take nap later and look again with fresh eyes. :-\
Okay. After tinkering with the Raws, and generating a few worlds. I don't see a reason why the full adventurer list isn't appearing. There is a missing tag for Arcane adventures [ALL_MAIN_POPS_CONTROLLABLE] but adding it doesn't seem resolve the issue.I haven't checked your raws myself, but might as well ask the obvious since I often miss stuff like that: did you add [OUTSIDER_CONTROLLABLE] to the creatures? Adventurer outsiders no longer have entities.
Possibly this is population based? Which still doesn't fully make sense and would be pretty serious. I will take nap later and look again with fresh eyes. :-\
Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?
Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?
Thank you for reporting this. The issue has been resolved. You should now see all Adventure Classes once you download the zip file again. This is a hot fix, so the release number remains unchanged.
oh hey this updated now I can finally see what happens if the vast weird adventure classes... migrate to a fort.
edit: oh god that's alot of wizard towers, okay that's pretty cool. wonder how you made those a civ site.
DARN IT DARNIT DARRRRRRRRoh hey this updated now I can finally see what happens if the vast weird adventure classes... migrate to a fort.
edit: oh god that's alot of wizard towers, okay that's pretty cool. wonder how you made those a civ site.
Main reason I removed fireball as a default spell: Fireball Fortress
Im sort of a newb how do i get the game to generate to the year 999,999 in world gen?
okay so I'm slowly noticing the mod doesn't have dances... or music just loads of folks telling storys to each other?
just loads of speakers even though there's instruments.
Is the new instrument system in? I haven't really seen instrument crafting at all, though I've bought some from the elves, lol.
while on that subject uhh man kinda hope reanimators got a home or something, it's like their instantly attacked.
then realized they have the oppose to life token which makes them when ever they start to be hostile to all living groups.
oh and I notice vermancers don't make books. like some how the wizard towers seem to carry no books in my world.
like there's 1 guy and the tables are completely empty.
like I don't think vanilla necromancy even slap on oppose to life on normal necromancers just not_living which takes aggro of them from their zombies.
silly thoughts I don't think the new update gives natural stats to any of the adventurer races due to adventurers not gaining those stats on creation.
oh and wondering about fiddling with bogeymen + magic considering Nofear stops them from attacking you unless you go and provoke them.
tried out greater jumping spider man, notice their gait is 0.099 on everything. realized their MICROSCOPIC so I guess someone really did make a creature race the size of 1 instead of the toady fix of 30,000 from averaging.
I mean this means I can sneak up on folks and Silently choke them out as a literal verminman.
also notice I had to remove the backpack and weapons to walk around at normal speed. the small clothes on the spider back fits and comfy to wear.the great bit of these jumping spiders men are their high stealth skills even when they aren't even trying.Spoiler (click to show/hide)
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)You should add some civilian classes to get a real nice Lovecraft feel. Like doctor, Sailor etc
Going to make my way through the last 6-months of posts on this thread this weekend and address outstanding reported issues. Now is a great time to suggest bug fixes, features, or new Adventurer classes! :)
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)You should add some civilian classes to get a real nice Lovecraft feel. Like doctor, Sailor etc
Going to make my way through the last 6-months of posts on this thread this weekend and address outstanding reported issues. Now is a great time to suggest bug fixes, features, or new Adventurer classes! :)
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)add back fireballs. I need me some easy access to some roasting accidents, if not that then a class made for screwing around and summoning and pulling bogeymen out of the
Going to make my way through the last 6-months of posts on this thread this weekend and address outstanding reported issues. Now is a great time to suggest bug fixes, features, or new Adventurer classes! :)
add back fireballs. I need me some easy access to some roasting accidents, if not that then a class made for screwing around and summoning and pulling bogeymen out of thevoidcackling
Sailors can spawn a special minecart named a boat out of some logs?
Additionally, are you comfortable with the systems required to make the thing Mac compatible?
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)add back fireballs. I need me some easy access to some roasting accidents, if not that then a class made for screwing around and summoning and pulling bogeymen out of the
Going to make my way through the last 6-months of posts on this thread this weekend and address outstanding reported issues. Now is a great time to suggest bug fixes, features, or new Adventurer classes! :)voidcackling
[NOFEAR] is prime for making a class that safe to wander alone at night, slap on [NIGHTCREATURE_BOGEYMAN] on top of a transformation if you want to slap on a penalty or grant power to the player to Curse someone to die by sunrise(when the cackling ends not really from the sunrising.) for folks who want to pull the fear hating imps into the world and watch them pummel everyone who afraid of the night.
also Dances loads of bogeyman dances.
Spider-people and I think barkscorpion people have this on naturally.
now thinking of this Nightcreature_bogeyman token opens up to making races that are civil and will pop up in world and have towns as well you can risk wandering into the night alone and find one and 'bind' one to your will.
depending on which bogeyman you grab you could get a civil bog or one of those feral ones that will punch a peasant and act like a normal zombie.
Could you make the new version with "Starter Pack" ?
Also download link at http://www.dfdarkage.com points to the old r10 version.
I plan to increase bestiary of The Fall soon, I am currently working on it. If you wish, you can grab the creatures you like later. My mod has "magical post apocalypse" theme, but otherwise our goals are identical here: dread and dark fantasy.
Here's a few typos and stuff I found while playing.
Mineral beast: "It's round body has three eyes" - "It's" should be "its".
Ancestral spirit: "They posses mysterious powers" - Posses should be possess.
Old one: "vigintillions of years" - Are you sure about this one? I think it's 10^120, sooo... Longer than universe? :D
Formless polyp: "undead squid like polypous with burning eyes", should be "squid-like polyp" or "polypus", "polypous" is an adjective.
Polyhedron: "incomprenhensible" - Should be "incomprehensible".
Dark master: "It has spiral void eyes, and black firey breath." - Should be "fiery".
I hope it helps :).
So, the linked download says it's for R2, but once downloaded, gives you something called "DAII_War&Myth_ASCII_DF42_06_R1".
It works, and, having installed it, am enjoying myself, but hey.
TLDR: gui launcher is screwing my save when I try to change graphics pack. Solution make sure you have preferred graphics pack selected when genning world, however may have missing content. For this reason I suggest phoebus or spacefox b/c loss of one glossable rock less significant than loss of creature(s) or scroll roller items for libraries.
I'm having issues with this build and, I suspect, its because of the graphics sets and how the lnp launcher changes the raws to use them. They are as follows
Default ASCII launcher throws error on updating savegames "would have broken raws"
CLA will install and update savegames when I tried to load my game df will launch I select continue and it says "missing item ITEM_TOOL_SCROLL_ROLLERS"
Ironhand dark ages same as CLA
Mayday dark ages same except "missing TOAD_GIANT_CAVE" (of note this is thrown before it gets to inorganics or item types so could be errors there too that I don't know about
phoebus dark ages same except "missing inorganic gloss quicklime"
spacefox exactly the same as phoebus
Also of note when I launch the game I getSpoiler (click to show/hide)
I'm sorry I don't know what else to do. I downloaded the zip from dropbox, unzipped and started up a fort. I personally rely on the "u" "l" dfhack profession assignment utility a lot and it is unreadable in the tileset that is set as default, 90% sure its phoebus I know it also doesn't work on normal df so thats just a tileset issue and not your fault. So I set the launcher to laptop controls turn on autosave, turn off compression, turn on dfhack and all but job assignment utilities launch and start a fort. I had a lot of issues genning a world because I kept on getting an errorbetween 20-50 or so years, which I sometimes get with normal df so I didn't think about it much, finally got a world that was 66 years and stopped it and started playing. Realized what tileset it was on and dealt with it for a while then saved changed the tileset and shutdown the comp for the night. Got it out today tried to play and started getting these errors. For the hell of it I tried to gen a new world while in spacefox, got a new world with a couple more of the previously mention access violation error. I was able to embark but on the embark screen I was totally unable to get quicklime for my party, it is possible my chosen civ had no access to it but I suspect that there is simply no quicklime in that genned world. I was then able save and load as normalSpoiler (click to show/hide)
Are there any invaders/sieges, mosters which absolutely require a certain population to trigger? Just I prefer to keep my population around 60 to preserve high fps and don't want to miss out on the fun.
You should still get all the sieges, but there are quite a few monsters/mega-beasts that trigger off higher populations. Some you will probably encounter anyway, mainly as they cross your particular area of the map.Is it possible for those monsters to be changed at some point in the future to also trigger off something like exported wealth so that those who enjoy high fps can also have some fun!! with them?
Just started a game and this is really a fantastic mod which I can see myself having tons of fun with .not really just necromancy given Dark ages 2 has ... loads of secrets and schools of wizardry, and Civs.
But one thing I noticed is that blood helmets and living statues seem entirely too cheap on embark for their usefulness. 11 and 23 points for what are basically dwarfs with a 50% learning disability. They are immensely more useful than a horse for 1/5th to 1/10th the cost.
Also is it possible for me to create living statues? Just I noticed that they can use shields and weapons(can they use armour?) and I kinda love the idea of a stone golem army:)
I have also noticed a ton of towers on the map so are they all necromancer towers?
TLDR: gui launcher is screwing my save when I try to change graphics pack. Solution make sure you have preferred graphics pack selected when genning world, however may have missing content. For this reason I suggest phoebus or spacefox b/c loss of one glossable rock less significant than loss of creature(s) or scroll roller items for libraries.
You should still get all the sieges, but there are quite a few monsters/mega-beasts that trigger off higher populations. Some you will probably encounter anyway, mainly as they cross your particular area of the map.Is it possible for those monsters to be changed at some point in the future to also trigger off something like exported wealth so that those who enjoy high fps can also have some fun!! with them?
TLDR: gui launcher is screwing my save when I try to change graphics pack. Solution make sure you have preferred graphics pack selected when genning world, however may have missing content. For this reason I suggest phoebus or spacefox b/c loss of one glossable rock less significant than loss of creature(s) or scroll roller items for libraries.
As an extension to my previous post. The game I have been playing still has some issues. I am playing in the spacefox tileset
1. I was unable to blood helmets as plant seed and have not been able to request them through the caravan. It is possible regarding inability to request that my civ simply has no access. However they are listed as a legitimate crop in my farms I simply have no spawn.
2. I do have access to some of the stones I know are required for Mythos intractions ie brimstone are available to me but i think that those are in df vanilla too. I still have access to all buildings/reactions thus I would guess the issue is purely in the addition of the one stone type and in the item_raw folder.
I hope this was helpful I love what you are doing and anticipate many hours even in a slightly more limited Mythos
so uhh you can't make wooden items with out a ladle, which can't be crafted in adventure mode reactions. though this might be a wanderer mod issue.
Found a bug in fortress mode. I can't make gunpowder. It will take the brimstone and empty bag, go to the alchemist and do the job but it ends up in an empty bag being produced. If i start with a bag of gunpowder I can make as many cartidges as I want off one bag(well I made about 20 cartridges so far off one gunpowder bag bag) but I can't make one. same with firestones. Made about 2 dozen of them but it takes the metal bar and produces nothing at all.
It seems as if your mod is missing being able to build a bookcase at any of the workshops. Same with scroll rollers and bookbindings.
I am not sure if this is intentional but the legendary dwarfs never get any of the strange moods for crafting. In my last game I thought it might be due to the same bug that stopped me building bookcases so I did a completely new install to play on and still 3 years into the game with a population of 60 and not a single strange mood.
[STRANGE_MOODS] was added as a creature tag in 0.42.01.
can anyone give me a clue on what all the new barrels of venom are for and how they can be used?
I know there is no use for it in the vanilla game but this is a mod. Just wondering if it has a use here considering new ones have been introduced with this mod.
I am not certain if this is a bug, intended or something unmodable but learning beetle vermancy, and I guess the other new secret types, in fort mode makes a dwarf immediatly hostile to the rest of the fort once learned. This is unlike necromancy where someone learning necromancy does not make them immediatly hostile to the rest of your dwarfs in the vanilla game.
Is there a reason DFhack starts disabled when you open the pack? Can this mod be played without dfhack?...
Just wanted to tell you a quick "Thank You!" for the mod. I've been playing DF on and off for almost 10 years now, and War & Mythos definitely gave me the best laughs and giggles of the past few years. Keep up the good work!
Im playing using the starter pack from OP and the Ironhands graphic set, and for some reason I do not have the ability to build any of the custom workshops like the woodshop/alchemy lab/gunshop.
What am I doing wrong here?
Just wanted to tell you a quick "Thank You!" for the mod. I've been playing DF on and off for almost 10 years now, and War & Mythos definitely gave me the best laughs and giggles of the past few years. Keep up the good work!
Glad to hear you are having fun. Have to admit, it makes me laugh constantly.
Im playing using the starter pack from OP and the Ironhands graphic set, and for some reason I do not have the ability to build any of the custom workshops like the woodshop/alchemy lab/gunshop.
What am I doing wrong here?
You did nothing wrong. It looks like the default entity file was overwritten by the vanilla raw, so only Legendary Dwarfs had access to Dark Ages buildings. :-[
Thank you for reporting this. Uploaded a hot fix [R4b]. Unfortunately, you will need to gen a new world to resolve the problem.
Download: https://www.dropbox.com/s/23y7ku6j8ax5vnb/DAII%20War%20%26%20Myth%20%5BR4%5D%20%5B42.06%5D%5BStartPack%5D.zip?dl=0 (https://www.dropbox.com/s/23y7ku6j8ax5vnb/DAII%20War%20%26%20Myth%20%5BR4%5D%20%5B42.06%5D%5BStartPack%5D.zip?dl=0)
Applaudes to you, good sir GM-X!
So I have a mage legendary dwarf that visited for mercenary reasons, and now I have let him stay after he petitioned. Sure why not, into the military you go!
Looking through some legends stuff after seeing a weird age in his thoughts menu and now I think he is a deity/weredragon. Will he actually turn into a dragon, and if so will he wreck my fort or be friendly?
You should check the DF wiki. It has eeeverything you need for modding. Looking up tilesets or something might help.
[CREATURE_GRAPHICS:LIZARD_PEOPLE]
[DEFAULT:CRITTER:28:17:AS_IS:DEFAULT]
[CHILD:CRITTER:29:17:AS_IS:DEFAULT]
[ANIMATED:CRITTER:30:17:AS_IS:ANIMATED]
I think powers of some curses are broken. For example powers that require you to use corpses, it does not let me target recently deceased corpses when i put cursor(X) over them. Can you check if its working properly, if there are no problems then what am i doing something wrong?
Another thing, i've fought few Vampire Lords and they don't seem to use any of their powers. Is that normal? If i remember correctly in Dark Ages 1 they would use their powers like turning into bat / vanishing?! etc.
EDIT: Tested a bit more, raising corpses works but not always for some reason.
[STOCKPILE_GLOB]
[DO_NOT_CLEAN_GLOB]
[BUTCHER_SPECIAL:GLOB:NONE]
[REACTION_CLASS:SKIN]
[REACTION:TAN_A_HIDE]
[NAME:tan a hide]
[BUILDING:TANNER:CUSTOM_T]
[REAGENT:A:150:GLOB:NONE:NONE:NONE][REACTION_CLASS:SKIN][UNROTTEN]
[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]
In the product, if you want to use the reagent's material itself, use NONE instead of a reaction product class (TAN_MAT in this example).
[PRODUCT:100:1:SKIN_TANNED:NONE:GET_MATERIAL_FROM_REAGENT:A:TAN_MAT]
[SKILL:TANNER]
[AUTOMATIC]
Do lizard men have tileset graphics? They appear as L for me.
[CREATURE_GRAPHICS:LIZARD_PEOPLE]
[DEFAULT:CRITTER:28:17:AS_IS:DEFAULT]
[CHILD:CRITTER:29:17:AS_IS:DEFAULT]
[ANIMATED:CRITTER:30:17:AS_IS:ANIMATED]
How stable is this mod generally?
I had a save ruined by crashes (relatively early on, thankfully) which was probably my own fault for fucking about with the tilesets, but I'd just like to know if this is likely me or the mod before I sink more time into it!
Am I being thick, or does the option to make quicklime disappear in this mod? It's supposed to be in the kiln, right?
And yeah, turned out the crashes were from DFHack's TWBT function!
I am thinking of doing another game of this soon. Is there anything I should keep in mind when I work on getting a good world as I tend to mess around in the gen parameters to get just what I want.
hey, just wanna say i love what you are doing, pretty cool!
btw, managed to kill a vampiric dragon with my kobold wanderer, i feel so proud of that little bastard.
oh hey time to see if it's possible to be a massive evil mofo outsider and Still be able to retire in Dark ages.
probably not but it hopes to be optimistic...
you probably should change the wood requirement from battleaxe to sharp object if one thinks about keeping the axe to wood interaction.
Hey I generally love this mod but I have a few questions:
1. Are there any ways to try and reduce the chance of crashes when generating worlds?
2. Is there any way to speed up or bypass the generation when trying to generate the 'year 999,999' world. I doubt there is but I'd like to try it out and have never gotten all the way because I've given up and it takes forever.
Nevertheless I love the mod and all the extra stuff it adds, keep up the great work.
My antivirus said it found a Trojan Virus inside the "Dwarf Mockup" folder. Is it just overprotective, or is there something wrong with the file?
I just realized the craft items accept any logs even the ones you chop down with the vanilla hand axe.
so it's possible to make a craft hammer after you make a handaxe and find a tree to fell. if only we can make a 'Ladle'
Is there any way to disable certain races? I love 99% of the mod, but am not a huge fan of the legendary dwarves. Any idea what raw stuff I would need to mess with to prevent them from spawning without blowing everything up?
Really enjoying the mod, btw - first Old One had me shitting myself!
Is it normal that Legendary Dwarf visitors to my tavern/temple keep knocking down all my statues, archery targets and instruments??
Hey I'm having a huge problem with visitors coming in and toppling my statues and instruments (at least so far that's all they have toppled). I've shown them the !!DOOR!! but more come and more continue to do the same. Can I stop this, is it a bug, or what? BTW they will go out of their way to do so, even outside locations.
It was mostly dwarves who vandalized, with one human and one goblin. I recorded 20 individual instances, the vandals would take out all instruments and statues on the map, my hammerer would dispense justice, then maybe a couple of in game days after punishment, they would do it again. However, there were other visitors that came that didn't vandalize, I believe 2/3 behaved. But there was always constantly one on the map tearing things down. Sorry for the long winded answer
Does this have playable elves? Is that why it's called rise of the dark elf?
wait they're powerful? darn I really should have dip into them instead of trying to figure out a way to retire this reanimator oh well maybe next update.It was mostly dwarves who vandalized, with one human and one goblin. I recorded 20 individual instances, the vandals would take out all instruments and statues on the map, my hammerer would dispense justice, then maybe a couple of in game days after punishment, they would do it again. However, there were other visitors that came that didn't vandalize, I believe 2/3 behaved. But there was always constantly one on the map tearing things down. Sorry for the long winded answer
I strongly suspect they are cursed or evil magic users of some sort. Could be a bad neighborhood I suppose. I will look into this further before releasing [v33].Does this have playable elves? Is that why it's called rise of the dark elf?
Dark Elves are a non-playable evil civilization. But playable adventurers. They are one of the more powerful humanoid races now.Spoiler (click to show/hide)
wait they're powerful? darn I really should have dip into them instead of trying to figure out a way to retire this reanimator oh well maybe next update.It was mostly dwarves who vandalized, with one human and one goblin. I recorded 20 individual instances, the vandals would take out all instruments and statues on the map, my hammerer would dispense justice, then maybe a couple of in game days after punishment, they would do it again. However, there were other visitors that came that didn't vandalize, I believe 2/3 behaved. But there was always constantly one on the map tearing things down. Sorry for the long winded answer
I strongly suspect they are cursed or evil magic users of some sort. Could be a bad neighborhood I suppose. I will look into this further before releasing [v33].Does this have playable elves? Is that why it's called rise of the dark elf?
Dark Elves are a non-playable evil civilization. But playable adventurers. They are one of the more powerful humanoid races now.Spoiler (click to show/hide)
Is it impossible for orcs to learn the secrets of life and death? Or did I find a slab that simply says "the secrets of life and death" and doesn't actually contain said secrets?orcs might be immortal which prevents the need to learn the secrets of life and death.
Is it impossible for orcs to learn the secrets of life and death? Or did I find a slab that simply says "the secrets of life and death" and doesn't actually contain said secrets?
okay so my anti-virus said Dwarfmockup.exe was a trojan... also is there a Non Start up pack for this I can get?
oh looks like who ever made the adventure reactions Took out the vanilla stone axe crafting...
oh wait I think it might been trying to switch to acsii using the starter pack which might remove stone axes also the Heave.oh looks like who ever made the adventure reactions Took out the vanilla stone axe crafting...
Mmm. I do see the vanilla stone axe crafting reactions in the "reaction_other" raws.
oh wait I think it might been trying to switch to acsii using the starter pack which might remove stone axes also the Heave.oh looks like who ever made the adventure reactions Took out the vanilla stone axe crafting...
Mmm. I do see the vanilla stone axe crafting reactions in the "reaction_other" raws.
orcs might be immortal which prevents the need to learn the secrets of life and death.
but considering this game has god curses you could just tip over some statues and unlock the similar abilities... unless that also needs mortal.
at a church hopefully you got a good Pissed off god.orcs might be immortal which prevents the need to learn the secrets of life and death.
but considering this game has god curses you could just tip over some statues and unlock the similar abilities... unless that also needs mortal.
Where do I find some statues to knock over?
Are some of the races immune to certain strains of vampirism? I've chopped off the arms of a vampire lord and let him bite my dark elf a lot but I can't seem to become a vampire.yeah getting cursed the Drinking blood way doesn't work if your an supernatural non-living creature so you have to try the other interaction source pissing off a god to be cursed a vampire and to do that you need to tip over a statue at a church you'll get a prompt when you do this.
Are some of the races immune to certain strains of vampirism? I've chopped off the arms of a vampire lord and let him bite my dark elf a lot but I can't seem to become a vampire.
Ah, I see. Well then, off to get bitten by a master vampire.
I assume you know about this but you can stack curses of the same kind provided you profane temples. I made a foul blendec who has become a spirit bender3 times.that was super fun, you could end up getting a random ability doing that.
Also are vampiric dragons supposed to have a really sucky weight limit? I can't carry anything in my normal form without dropping down to 0,099 speed.
Sorry for spamming questions for you guys, I just really like the mod.
I assume you know about this but you can stack curses of the same kind provided you profane temples. I made a foul blendec who has become a spirit bender3 times.
Also are vampiric dragons supposed to have a really sucky weight limit? I can't carry anything in my normal form without dropping down to 0,099 speed.
Sorry for spamming questions for you guys, I just really like the mod.
Could it have anything to do with the added 3500 % strength with no fixed cap?
Then triggering the whole to much strength = low speed thing.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=8333 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8333)
I suspect that might be the case. I can punch people really far but I can't carry anything.
Also it seems that spirit benders are only able to heal themselves once. After you've turned back into you original form after healing you can't ever use healing touch on yourself again. Maybe that's intended I don't know.
Is it possible to be cursed with a regular wereform, like say werewolf or werebear or something, when you profane a temple?
Whenever I try to do the suggested 250yr advanced world gen, it goes through all the years then finalizes, but right before it finishes Dwarf Fortress quits. No crash and no error, it just quits. It doesn't quit/crash if I stop the worldgen before year 250.
Gameplay question:
Are taverns working? I'm playing the Legendary Dwarves and no one is visiting my tavern. Humans come trade with me every year, so I'm not unreachable.
Also, bug report: Necromancer showed up with re-animated Banshee Spirits. They vaporized instantly into shadow bits.
Apologies if this has already been asked, but where may I download a previous version? Namely for the latest version of 42.whichever.
Gameplay question:
Are taverns working? I'm playing the Legendary Dwarves and no one is visiting my tavern. Humans come trade with me every year, so I'm not unreachable.
Also, bug report: Necromancer showed up with re-animated Banshee Spirits. They vaporized instantly into shadow bits.
As far as I know, visitors to taverns are hard coded. I don't see any way to mod it directly other than the visitor cap and local populations.
I can confirm that taverns were working with vanilla Dwarves, I don't see any technical reason Legendary Dwarf taverns wouldn't be attracting visitors. My new fort is not ready to test this, maybe Knight Otu or Putnam have a dog in this race.
As far as Banshees vaporizing, this was happening with other spirits in the game too. Should be fixable without needing to roll a new world.Apologies if this has already been asked, but where may I download a previous version? Namely for the latest version of 42.whichever.
You are the first person to request a previous version. I don't archive old versions but I typically keep the download link active for at least a few days.Spoiler (click to show/hide)
Ok. Must just be the luck of the draw.
Gotta say, I'm really enjoying the mod. I've yet to have a siege from one of the races yet, but I look forward to it (Caused by the short life expectancy of dwarves of my fort.). The caverns are certainly terrifying. Those Elder Vampires are brutal.
I've been using checking out the RAWs of a few different mods to try and learn how to actually mod creatures, but seem to be having trouble figuring out how the c_variation stuff from c_variation_z is actually working to produce different leather materials like FUR, HIDE, FEATHERS, and DRAGONHIDE (unless it is only supposed to work in Dwarf Mode).
The main thing throwing me seems to be the ZFUR variation. Since it creates a PELT material (which has the material_reaction_product to become FUR), but then never calls for it instead adding the SKIN:ZPELT_TEMPLATE tissue, which looks for LOCAL_CREATURE_MAT:SKIN.
VariationMaterial TemplateSpoiler (click to show/hide)Tissue TemplateSpoiler (click to show/hide)Spoiler (click to show/hide)
There isn't anything showing up in the error log, even after the c_variation appears to remove the SKIN material, so I don't know if I'm completely missing something.
I've made two taverns, a temple, and a library. Still no visitors. Maybe they don't want to visit the Terrifying desert.
Biggest threats in the caverns are the Great Vampire Bats which seem to turn things into Elder Vampires once in a while upon bite. So I have many rat men, amphibian man, and lizard man vampires lurking down there.
Boartusk demons. These scare me. I had locked up the cavern with three forgotten beats in it. Two of them dust throwers. He murdered all of them. Currently training marksdwarves to try to kill him without getting close.
Bug: Can't make guns. Reaction requires "Large flintlock". The flintlocks made in the shop are different.
Bug: Silk reel. Can't seem to use the reactions. I've collected hundreds of eggs, but the only thing I can do with them is cook them in the kitchen.
Bug: Dealing with Blood Plump helmet men is extremely hard. Due to the Tavern overhaul and visitors things, they aren't pets any more. I can't butcher them. I can't pasture them. I can't stick them in the military. I can't get rid of them. Sometimes immigrants bring them with them, and that's a problem.
Well, I tried to update my save. Briefly didn't notice any change to guns, (I noticed the original mod had two types of firelocks, though) but I may need to make a new fort to check. As something seems...wrong. Random tiles all over the fort have become aquafiers somehow.
Will try a new fort and test accordingly.
I just found this, and I love that you use Ironhand :D A few queries, while I'm waiting for the download; Is there a summary of what the new workshops do? Similarly, is there a list of new gear? Are there any additions to Glaze & Dye industries, or do you have plans for them? Looking forward to trying this out, there are almost as manyhostile races!FUN! as Fortress Defense.
Ditto. Ironhand is similar to Phoebus, but just a few shades darker, which is perfect. Soon as I can sit down for a proper Fortress over the next few weekends, I'll document what I can. As to the Glaze & Dye industries; I am always in favor of seeing vanilla ores get more use. Pitchblende, Cobalt, Cinnabar, just to name a few. You could add a reaction which uses the raw boulders as a reagent, producing dyes & glazes of value relative to the weight & rarity of the ore. Maybe even make them into special types of ceramic for the actual container. Would be nice if Pottery became a legitimate wealth-building industry, instead of the usual silk & prepared meals.I just found this, and I love that you use Ironhand :D A few queries, while I'm waiting for the download; Is there a summary of what the new workshops do? Similarly, is there a list of new gear? Are there any additions to Glaze & Dye industries, or do you have plans for them? Looking forward to trying this out, there are almost as manyhostile races!FUN! as Fortress Defense.
Yeah Ironhand still screams "Dwarf Fortress" the loudest to me.
Dark Ages badly needs a guidebook. All the published details are in this thread, Numthur Blog, or on the website. I could easily spend a month or two documenting it to a half-ass extent. There is a fairly well formed plan to make a cool hardcover book, but it looks like that won't happen in 2016, and it maybe a Pathfinder campaign setting with roots in this mod instead. I will however keep fleshing out the website over time.
Slaying Dark Ages monsters is the best way to find special weapons and armor currently. I'm planning to add a mithreal workshop at some point soon to make new gear more accessible in fort mode.
I have not messed with Glaze & Dye industries yet. If there is something you would like to see modded there, I'm open to suggestions.
Went through a quick test Fortress. First, I noticed a few DDD creatures :) The Lynx & modified PHM were a nice touch as well. Upon embarking, the big thing which stood out was Brimstone, and its' listed use of making gunpowder. Are firearms especially common amongst the races? How do they fare compared to bows & crossbows? Honestly, guns & DF just never sat well with me. I mean, Dwarves with guns is a legitimate genre, I just never found it fitting for these Dwarves.
Only Dwarves have the ability to make firearms and I've not seen an Arquebus that was equipped by an NPC yet.It's because if a weapon is not present in the entity file as [WEAPON:ITEM_WEAPON_WHATEVER] (and thus available to make like any other weapon with only metal bars), then it simply will not appear outside player forts.
I like that approach. Lot of peeps forget that blackpower and guns, even a crude musket, represent very different levels of technology. Anyways, I'm still plugging away, but my first Fort was quickly overrun by 30-odd Hags & a Giant who showed up shortly thereafter. I will say, love love love the stability of Dark Ages. Not a single crash, so I'm actually spending more time adding my personal mods (several quality of life workshops, favorite critters & invaders, etc.). I'll try to have real feedback soon.
Only Dwarves have the ability to make firearms and I've not seen an Arquebus that was equipped by an NPC yet.It's because if a weapon is not present in the entity file as [WEAPON:ITEM_WEAPON_WHATEVER] (and thus available to make like any other weapon with only metal bars), then it simply will not appear outside player forts.
Sweet. Much as I love DFHack, being able to update without it is equally nice. Rockforge is a little confusing, b/c it's a workshop. Still though, stone & gem crafting is just such a useful feature, and fun. On that note, is there a reason why you added furniture for gems, but not stone? I know it seems like my features list is just pulling everything from MW, but it does have a lot of fun additions. I use that as a gauge, then cherry-pick my favorites, sans the script-heavy GUI. Anyways, being able to play the latest DF with a content-heavy mod like this is a real treat, as opposed to waiting upwards of 4 months for all the utilities to catch up :)
I mean, if the Dwarves can make comfortable Thrones out of rock...They are not comfortable. In fact, dwarfs take pride in their uncomfortable-ness. The more unpleasant to sit in, the higher the quality.
I mean, if the Dwarves can make comfortable Thrones out of rock...They are not comfortable. In fact, dwarfs take pride in their uncomfortable-ness. The more unpleasant to sit in, the higher the quality.
Ive noticed a bug in Adv mode. (v34) When i wanted to make a stone axe some weird reactions appear. I gather stones using custom reaction, but when i knap them nothing ever comes out (even though my knapping skill goes up to competent), if i do the same with normaly gathered rocks i get sharpened rock. then when i want to carve branch into helve the output is different every time, sometimes jug sometimes pot or scroll rollers. Then when I combine sharpened rock with these to create an axe, I got bookcases, hives, stools, beds and nestboxes. There is probably some memory indexing problem.
Gems: Slab, Goblet, and Statue.
This mod FTW!
Ive noticed a bug in Adv mode. (v34) When i wanted to make a stone axe some weird reactions appear. I gather stones using custom reaction, but when i knap them nothing ever comes out (even though my knapping skill goes up to competent), if i do the same with normaly gathered rocks i get sharpened rock. then when i want to carve branch into helve the output is different every time, sometimes jug sometimes pot or scroll rollers. Then when I combine sharpened rock with these to create an axe, I got bookcases, hives, stools, beds and nestboxes. There is probably some memory indexing problem.
I'm unable to get the non 64 bit version of the game running. At first it says it is missing msvcp140.dll and vcruntime140.dll. I replaced the missing files with the ones from the 64 bit download. Now I get an error that the game can not start.Spoiler (click to show/hide)
"Work on the 64-bit version is ongoing. So far we have a windows test version and a linux test version. Here's a 32-bit Windows version that should clean up some DLL issues..."
about the weird stone axe thing ... i just tryed to do it in the non 64bit version and it kept giveing me random items like bowls and jugs
hoping it can be fixed soon ... thx in advance
Ive noticed a bug in Adv mode. (v34) When i wanted to make a stone axe some weird reactions appear. I gather stones using custom reaction, but when i knap them nothing ever comes out (even though my knapping skill goes up to competent), if i do the same with normaly gathered rocks i get sharpened rock. then when i want to carve branch into helve the output is different every time, sometimes jug sometimes pot or scroll rollers. Then when I combine sharpened rock with these to create an axe, I got bookcases, hives, stools, beds and nestboxes. There is probably some memory indexing problem.That happens if the product has a valid item type but no valid item subtype. It will create a random subtype that is enabled in the entity file in that case.
QuoteIve noticed a bug in Adv mode. (v34) When i wanted to make a stone axe some weird reactions appear. I gather stones using custom reaction, but when i knap them nothing ever comes out (even though my knapping skill goes up to competent), if i do the same with normaly gathered rocks i get sharpened rock. then when i want to carve branch into helve the output is different every time, sometimes jug sometimes pot or scroll rollers. Then when I combine sharpened rock with these to create an axe, I got bookcases, hives, stools, beds and nestboxes. There is probably some memory indexing problem.That happens if the product has a valid item type but no valid item subtype. It will create a random subtype that is enabled in the entity file in that case.
For example TOOL:ITEM_TOOL_STOEN_AXE:INORGANIC:GRANITE (with a typo in the STONE_AXE part) would not find the correct item in the item files and instead create a random TOOL:NONE:INORGANIC:GRANITE.
You just need to compare the product IDs with the item IDs.
[REACTION:ASSEMBLE STONE AXE]
[NAME:assemble stone axe]
[ADVENTURE_MODE_ENABLED]
[REAGENT:helve:1:TOOL:ITEM_TOOL_HELVE:NONE:NONE]
[REAGENT:stone:1:ROCK:NONE:NONE:NONE]
[HAS_EDGE]
[PRODUCT:100:1:TOOL:ITEM_TOOL_STONE_AXE:GET_MATERIAL_FROM_REAGENT:stone:NONE]
[PRODUCT_TOKEN:axe]
Just downloaded the latest release of DAII, but It seems that it's just vanilla dwarf fortress with LNP? Did I click the wrong link? I clicked the big green download button. The ASCII version seems to contain all the mod stuff, but the starter pack version does not.
Just downloaded the latest release of DAII, but It seems that it's just vanilla dwarf fortress with LNP? Did I click the wrong link? I clicked the big green download button. The ASCII version seems to contain all the mod stuff, but the starter pack version does not.
Thank you for reporting this. It was a late night. I just uploaded a version with actual Dark Ages content. Same Start Pack link, new date.
I discovered what was causing the issue with stone axes and helves to occur in adventure mode. Apparently helves and stone axes did not exist inside the item_tools.txt and this was causing it to replace it with random other tools.
I wanted to report the wrong version being uploaded but my account didn't get approved until recently.
Since I have one now, I might as well ask this question:
Rockforges seem to need slicing knives to be built, and I just cant seem to get any in fort mode (I didn't try asking for them in the caravan though).
The raws said something about pickaxes, so I made sure to have plenty available, but it looks like it's really slicing knives it actually wants.
Was this really intended, considering how difficult slicing knives seem to come by?
Thanks.
[BUILD_ITEM:1:WEAPON:ITEM_WEAPON_PICK:NONE:NONE][CAN_USE_ARTIFACT]
After reading about .dll problems I ran a scan of the main pack with VirusTotal for curiosity's sake. It resulted in it finding 5 trojans, 6 total but 1 was a definite false positive. I was confused by this, and tried scanning the ASCII version. No trojans except the same false positive which also reports for vanilla DF. I noticed the only difference between the main pack and ASCII pack is a lack of Lazynewb's programs. I downloaded his pack standalone and scanned it, and got the same trojan results. Four of them I could ignore, as I've never heard of the programs and they could be FPs. However, McAfee was one of the antiviruses that reported a trojan, and while McAfee isn't great, it's still something to possibly consider. Does the LNP have trojans in it?
Hi Morgoth,
Same start pack I've used for months created by PeridexisErrant and my antivirus scan consistently shows no threats or suspicious activity. Random reports of problemitic scans have appeared in this thread and on reddit about utilities in the Start Pack. This is probably due to the file appearing new each time it gets zipped up, and therefore suffers from an unknown reputation.
It's also possible, that other files on a PC are affected and that new downloads only appear to have problems. No one has reported the Start Pack causing any problems, or I would instantly remove it. I use it myself "as is" save for deleting large and outdated utilities.
Is it fine to set the End Year for the main world generation higher than 175?
-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge
Is it fine to set the End Year for the main world generation higher than 175?
You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)Quote-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge
Is it fine to set the End Year for the main world generation higher than 175?
You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)Quote-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge
Awesome. I'll try it. My only gripe with 175Y is that you've got a very large world but not much going on throughout it. Certain regions have high activity, but it feels like civs haven't built up and expanded enough, so you've got some crowded and bustling regions, but massive swathes of nothing in between. If the history give-up problems are fixed, I'm guessing a longer history results in a more populated world.
Is it fine to set the End Year for the main world generation higher than 175?
You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)Quote-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge
Awesome. I'll try it. My only gripe with 175Y is that you've got a very large world but not much going on throughout it. Certain regions have high activity, but it feels like civs haven't built up and expanded enough, so you've got some crowded and bustling regions, but massive swathes of nothing in between. If the history give-up problems are fixed, I'm guessing a longer history results in a more populated world.
Expansionism is what the DA mod and advanced world parameters explicitly encourage. Ideally I go back and test this each new version and world gen fix. As I recall, somewhere around 200-300 years civs generally stop expanding much and instead dispute over the same sites over and over (not unlike real life). Civs also tend to go extinct around this same point.
Soon as this and Therapist hit the stable (ish) 64-bit version, I'm using some vacation time to play for a week.
Is it fine to set the End Year for the main world generation higher than 175?
You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)Quote-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge
Awesome. I'll try it. My only gripe with 175Y is that you've got a very large world but not much going on throughout it. Certain regions have high activity, but it feels like civs haven't built up and expanded enough, so you've got some crowded and bustling regions, but massive swathes of nothing in between. If the history give-up problems are fixed, I'm guessing a longer history results in a more populated world.
Expansionism is what the DA mod and advanced world parameters explicitly encourage. Ideally I go back and test this each new version and world gen fix. As I recall, somewhere around 200-300 years civs generally stop expanding much and instead dispute over the same sites over and over (not unlike real life). Civs also tend to go extinct around this same point.
Understood.
Also, is it possible to install Graphics packs over the ASCII version? For performance reasons I don't like using the LNP version, but the tilesets I keep seeing require me to overwrite DA's raws, which I'm guessing will undo the mod's changes.
Is it fine to set the End Year for the main world generation higher than 175?
You can, your mileage may vary. History peaks early in DF world gen then abates so in many ways these are the "good" years. Recent versions of DF + DA seem to "give up" around 250-years or so, except in pocket worlds. I can adjust the stable end year in a number of ways, but some issues may have been resolved by the latest DF update: http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)Quote-Fixed problem with artistic skill assignment causing world histories to diverge
-Fixed problem with worldgen trade causing world histories to diverge
Awesome. I'll try it. My only gripe with 175Y is that you've got a very large world but not much going on throughout it. Certain regions have high activity, but it feels like civs haven't built up and expanded enough, so you've got some crowded and bustling regions, but massive swathes of nothing in between. If the history give-up problems are fixed, I'm guessing a longer history results in a more populated world.
Expansionism is what the DA mod and advanced world parameters explicitly encourage. Ideally I go back and test this each new version and world gen fix. As I recall, somewhere around 200-300 years civs generally stop expanding much and instead dispute over the same sites over and over (not unlike real life). Civs also tend to go extinct around this same point.
Understood.
Also, is it possible to install Graphics packs over the ASCII version? For performance reasons I don't like using the LNP version, but the tilesets I keep seeing require me to overwrite DA's raws, which I'm guessing will undo the mod's changes.
The pack includes bare bones 64-bit Ironhand DF/DA by default now. You can copy the DF folder as is (or switch tilesets and copy it) then run DF outside of the pack. Do this before you generate a new world and it should work without issue.
Awesome.
To echo what some other users have said, I think Legendary Dwarves are a little too successful in world gens. I always thought of them as the rarest and strongest form of Dwarf, not the majority, but in every world gen I've had Legendary Dwarves outnumber every other race. In my most recent gen, they've got 217,000, with the next highest being Humans at roughly 198,000. At the least they shouldn't dwarf the population of Dwarves.
Is it also possible to make a version of the mod with the pre-installed Ironhand tiles as an option, instead of just Starter Pack or ASCII?
I've been playing a few test-Forts (capped at 30 Dorfs). Any more than that though, and I am shamelessly dependent on Therapist. I do hope that GM-X is able to add some form of colored-brick producing Workshop, it's just such a wonderful tool for Megaprojects. I copied the RAWS from the MW version right now, but still would be nice to have it as an official feature. Never played much Adventure Mode, but I swear I'm going to.... eventually :-[Soon as this and Therapist hit the stable (ish) 64-bit version, I'm using some vacation time to play for a week.
Now we just need Therapist! :D
Awesome.
To echo what some other users have said, I think Legendary Dwarves are a little too successful in world gens. I always thought of them as the rarest and strongest form of Dwarf, not the majority, but in every world gen I've had Legendary Dwarves outnumber every other race. In my most recent gen, they've got 217,000, with the next highest being Humans at roughly 198,000. At the least they shouldn't dwarf the population of Dwarves.
Is it also possible to make a version of the mod with the pre-installed Ironhand tiles as an option, instead of just Starter Pack or ASCII?
Legendary Dwarves have fewer starting civs than most races including vanilla Dwarfs, so even when they do survive, they are more restricted geographically. I've not seen them dominating world history, sometimes they even go extinct, but I will keep an eye on it.
Hi, dropping by for a small bug report:
- Gunsmiths forge's "make firelock" reaction consumes nothing and produces nothing
- I just got besieged by "Banshee (insertmilitaryprofessionname) spirit Corpse" units. They dropped all of their items and started boiling away/bursting into shadows as soon as they spawned. It was fun, but I'm not sure it was intended.
- I'm not sure this one was intended either, but you can't choose which materials to make stuff out of ("d"etails menu) in the Rockforge
I tried fiddling around in the manager screen to force it to use a certain stone but all I got was a crash without error message
I hope this isn't the wrong place to do it/it wasnt unwarranted
Thanks for your work and cya
How to understand where live Aboleth?
How exactly do you kill undead in Dark Ages? They seem significantly stronger than in vanilla.
I feel like it'd be neat if there was an adventure class that spawns with a Firelock. Explorer, for that obnoxious-european-wanderer feel, perhaps?
Regarding those new weapon reactions you added:
I've tried forging scythes, sickles and broad axes so far, the forging doesn't use any fuel, you can't choose what material to forge them out of (unless you setup stockpiles the old way I guess?), and more importantly a single "make scythe", "make sickle" "make broad axe" reaction gives you DOZENS of such weapons out of a single bar.
The reactions can't be run (they're red).
The reagents lists consist of 1 single "BEST_OPTION-producing metal bars" (that's what I seem to be missing)
I have iron and steel laying around, though, and plenty of fuel. As well as a few non-weapon-grade bars.
The fuel part was fixed I believe.
Okay. I've updated the code block in reply #696. Copy and paste it again and it should at let you use the old stockpile method + fuel in your current world while I look into this further.
GM-X, reactions that use metal bars need to consume 150 BAR, rather than 1, for each bar you want them to use, since a single bar of metal has a product dimension of 150.
Okay. I've updated the code block in reply #696. Copy and paste it again and it should at let you use the old stockpile method + fuel in your current world while I look into this further.
Yup, it's better now.
Regarding Rockforges:
I tried making a gem block. A large gem was moved into the workshop.
At the end of the "make gem block" order, the large gem was still there, seemingly unchanged, and there was no gem block anywhere.
The large gem didn't count as a block either (I couldnt use it for a well).
Is there a place I can check for some information about some of the mods features? For example, silk worms. I just noticed that my stock of starting silk worms are dying off, is there a way I can breed them?
[edit] nvrmnd, figured it out. Nest boxes, should have known. Still the other question though. Is there something like a "Dark Ages II wiki?"
I downloaded the ASCII 0.43.05 version of W&M. While checking it for compatibility, I might have found a few problems
The mod includes a few vanilla files from previous versions of Dwarf Fortress.
Files identical to old vanilla files:
body_default.txt - from Dwarf Fortress v0.43.01
creature_next_underground.txt - from Dwarf Fortress v0.43.04
creature_standard.txt - from Dwarf Fortress v0.43.03
plant_crops.txt - from Dwarf Fortress v0.43.02
plant_standard.txt - from Dwarf Fortress v0.43.02
reaction_adv_carpenter.txt - from Dwarf Fortress v0.43.02
I think there also might be some parts of the entity_default.txt file that are from older versions of Dwarf Fortress.
It might be easier to keep your mod updated if you stop bundling it with Dwarf Fortress and use the "reduced raw" format instead (by only including the files that the mod modifies).
It looks like W&M might only need to modify these files:
raw/objects:
book_art.txt
book_instruction.txt
entity_default.txt
inorganic_stone_mineral.txt
material_template_default.txt
data/init:
world_gen.txt
By keeping it the mod separate from the vanilla files, it makes it harder to accidentally include old vanilla files. This format also make it easier for users to mix different mods together and allows them to easily see if two mods are trying to edit the same file.
hmm wonder if it's okay to keep a "this is a 64bit only mod" or [64bit] label next to the download section on the main page for incase someone accidentally thinks this mod would work on their computer and ends up not.
Current version is crashing every single time I try to generate a world. I've tried deleting it and redownloading it, restarting my computer, running as administrator. But it simply refuses to generate a world. I can get them to go for a little bit, and pocket sized worlds seem to generate alright, but eventually it just crashes. I can't generate a small or larger world past year 20-50 usually. and sometimes it just crashes outright. It always happens when generating history as well. So clearly something is being rather fucky.
Current version is crashing every single time I try to generate a world. I've tried deleting it and redownloading it, restarting my computer, running as administrator. But it simply refuses to generate a world. I can get them to go for a little bit, and pocket sized worlds seem to generate alright, but eventually it just crashes. I can't generate a small or larger world past year 20-50 usually. and sometimes it just crashes outright. It always happens when generating history as well. So clearly something is being rather fucky.
The ASCII version has been re-tested and is working well. Which version of Windows are you running and how much RAM do you have?
(v35b) Medium Region Year 175: 33MB (https://www.dropbox.com/s/yeb8vwnd1saemwl/warandmyothos_v35b_ascii_windows_64-bit_world.zip?dl=0)
Current version is crashing every single time I try to generate a world. I've tried deleting it and redownloading it, restarting my computer, running as administrator. But it simply refuses to generate a world. I can get them to go for a little bit, and pocket sized worlds seem to generate alright, but eventually it just crashes. I can't generate a small or larger world past year 20-50 usually. and sometimes it just crashes outright. It always happens when generating history as well. So clearly something is being rather fucky.
The ASCII version has been re-tested and is working well. Which version of Windows are you running and how much RAM do you have?
(v35b) Medium Region Year 175: 33MB (https://www.dropbox.com/s/yeb8vwnd1saemwl/warandmyothos_v35b_ascii_windows_64-bit_world.zip?dl=0)
Windows 10 and 8 gigs. I am indeed using the ascii version as well.
could just be some odd difference in my system as well. it's fine though, I'm fine with shorter histories.
I havnt played this mod in so long!! Cant wait to dive back in- you are amazing. This is my favorite mod. So much emergent behavior with this one!
Actually... is there any way to get a previous version? I didnt realize utilities werent updated yet. I can't stand playing fortress mode without DF hack to clean up socks and keep the FPS down. Without it my fortresses usually die of FPS death before I can have any real fun :c So if I could get whatever version last had utilities that would be nice T.T
If not thats OK I guess ill play adventure mode until then. Just asking.
Anyone have any tips for starting out in adventure mode in such an unforgiving mod? Iv been ambushed by shadows and killed twice lol, very hard to deal with early game. Any particular race best to start with? and im not sure how to access 27 adventurer builds mentioned in the 1st post.
Also: I found a bug.
Wolfsbane is missing this tag in the raws and is thus unable to be brewed into moonshine in fortress mode.
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
As soon as I added the tag it worked fine.
Is there a Dark Ages wiki btw? I would love to read about the different races and magic system, I have no idea what all is happening besides I saw my enchantress companions casting some spells of unknown effect
Is there a place I can check for some information about some of the mods features? For example, silk worms. I just noticed that my stock of starting silk worms are dying off, is there a way I can breed them?
[edit] nvrmnd, figured it out. Nest boxes, should have known. Still the other question though. Is there something like a "Dark Ages II wiki?"
It has been a long time since I started a Wiki. The main issue is time. I'm currently developing several other games/mods (including Mars 2030 1.2) and a Pathfinder book. It actually takes me longer to create a Wiki (or a detailed guidebook or website) than it does to add new content or write code. At some point I hope to have the time (and energy) to fully document W&M, but since DF and this mod are constantly updated it represents a formidable challenge.
I'm willing to at least start a Wiki at some point soon. Especially if more players express an interest in it.
I am not certain if this is a bug or not but in the 43.03 pack living statues and blood helmet men can no longer be assigned any labours.
So I should just copy and paste the raw folder from your latest release to the 43.03 one I am playing?
Also did you ever fix the bug where when one of your dwarfs in fort mode would become instantly hostile to your other dwarfs upon learning a secret?
I tried copying the raw folder over and starting a new game but they are still considered as normal animals.
I think it wouldnt have to be near as good as any official wiki/guide, just super basic stuff like "these are all the workshops" and "these are the metals i added" and "wizards can do X magic" would go a long way.
That said, Yeah I understand a wiki will take forever. Dont feel obligated, its a ton of work. I dont blame you at all and im just glad the mod exists. Id rather you coming up with more neat stuff than spending the next 6 months on a wiki.
Otherwise you could always set one up and not actually fill it out, just wait for the community to half-assedly fill it in XD
Adventure mode in DA is WAY more interesting than vanilla btw. I dont even like vanilla adventure mode that much but iv been enjoying this!
How can I download an earlier version of this mod? All the links direct me to the latest version on dropbox.The oldest version available is for DF 43.03 ; https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0
The oldest version available is for DF 43.03 ; https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0
On a related note, is there any reason why running DFHack wouldn't work? I know it's not required, but there are a few utilities I enjoy. Upon install it however, the game no longer runs.
Dwarf Therapist works for me but DFHack doesn't, it says there was an error reading symbols.xml and that DFHack "will now deactivate", and that's with using the lazy newb pack that comes with v33a of this mod.
*howls mournfully*
I can't seem to download the pack.. I keep getting, "Failed - Network error".. don't think its on my end cause I only seem to get it from this download o_O
Hey, does anyone know how to get the weredragon curse in Adventure Mode apart from random chance with statues? I've tried drinking dragons blood and being bitten by a silver dragon, but neither of these things have given me any sort of notification about a syndrome or anything. Does anyone have any ideas? Would love the help!
Hey, does anyone know how to get the weredragon curse in Adventure Mode apart from random chance with statues? I've tried drinking dragons blood and being bitten by a silver dragon, but neither of these things have given me any sort of notification about a syndrome or anything. Does anyone have any ideas? Would love the help!
i got it from a tablet or wutever lol, so check legends and see if there are any "dragon walking" ones... hope this helps
Hey, does anyone know how to get the weredragon curse in Adventure Mode apart from random chance with statues? I've tried drinking dragons blood and being bitten by a silver dragon, but neither of these things have given me any sort of notification about a syndrome or anything. Does anyone have any ideas? Would love the help!
i got it from a tablet or wutever lol, so check legends and see if there are any "dragon walking" ones... hope this helps
Unfortunately I couldnt find anything in artifacts when i filtered it down, should I just keep reseeding my worlds until one generates, or is there other options? I've tried looking at the artifacts through the Legends Viewer application, but unfortunately all the artifacts in that show up as UNKNOWNS when you look at them, so that kind of only leaves the in game legends.
It appears that not all of the Large Daggers are suitable for bonecrafting armor. For instance, my adventurer now has a large copper war dagger, and it doesn't allow me to craft any bone armor. And i really wanted some made from bones of that black dragon. Oh well.
A quick suggestion, perhaps the dagger requirement should be replaced with something you could craft? Or, at least, an added option to craft a dagger for bonecrafting would be nice. Pardon me if there is already, i am not the most observant person.
Either way, your mod is absolutley amazing, i love it. keep up the good work!
Minor bug report. I set my mayor's suite to be engraved, and upon returning, was presented with this;
(https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/Ironhand%20Engraving.jpg)
It is attempting to match the content of the engraving with closest available graphic.
Minor bug report. I set my mayor's suite to be engraved, and upon returning, was presented with this;
(https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/Ironhand%20Engraving.jpg)
It is attempting to match the content of the engraving with closest available graphic.
Minor bug report. I set my mayor's suite to be engraved, and upon returning, was presented with this;
(https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/Ironhand%20Engraving.jpg)
It is attempting to match the content of the engraving with closest available graphic.
That's a vanilla problem in general. If you engrave any room, it will look terrible graphically. I don't remember the keys to toggle engravings but it's (d) -> something.
Is this intended? After just three separate Vampire Bat attacks, just one bat each time, a third of my fortress are now elder vampires. I will have to kill all of these guys if I want to keep the rest of the population safe...
It doesn't seem right they're "elder" vampires either, they just became one.
I really do not want my entire fortress to turn into vampires. Could this vampire conversion thing be toned down? This seems to be a 100% chance of affliction after a bite.
If somebody wants a super vampire fort, this would be too easy.
The next time I make a world I think I will delete vampire bats from the raws.
I seem to be having trouble with dfhack and this mod. I lave the latest versions of both installed (64 bit) and can run the game just fine without dfhack, but for whatever reason I cannot start a game or load a previous one while dfhack is active. The game just closes with no error or anything. Help, please!Nvm I figured it out. Need to use alpha 1 of dfhack instead of alpha 2 :\
I seem to be having trouble with dfhack and this mod. I lave the latest versions of both installed (64 bit) and can run the game just fine without dfhack, but for whatever reason I cannot start a game or load a previous one while dfhack is active. The game just closes with no error or anything. Help, please!Nvm I figured it out. Need to use alpha 1 of dfhack instead of alpha 2 :\
Hi Coolerz. I'm glad you were able to get it running. I still highly recommend leaving DFHack off during world gen and loading.
Now that the 64-bit Start Pack has been updated with DFHack, it's close to time to release v36. Any suggestions, feature requests, or new adventure class ideas are welcome.
Hi Coolerz. I'm glad you were able to get it running. I still highly recommend leaving DFHack off during world gen and loading.
Now that the 64-bit Start Pack has been updated with DFHack, it's close to time to release v36. Any suggestions, feature requests, or new adventure class ideas are welcome.
I've only played a little of the Red Dragon adventurer class but strangely, whenever I choose the class, all of a sudden, there's more of them. I've had about 60% of humanoid enemies transform into a dragon, soon after I do and land a blow. Is this just me, is this intended...
Perhaps, a Lich adventure class? With a disguise spell to blend in with society?
Is there any way i can craft arrows?
Edit: Found out wow this mod is epic!
Hey, I understand that there is a possibility that you have already answered this question before, if not already multiple times, but, if you would be so kind as to humor my inquiry, I was just wondering what specifically is different or special about the vampire lords white, black and gray, and if there is a way to become one in adventure mode.
Minor bug report. I set my mayor's suite to be engraved, and upon returning, was presented with this;
(https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/Ironhand%20Engraving.jpg)
It is attempting to match the content of the engraving with closest available graphic.
That's a vanilla problem in general. If you engrave any room, it will look terrible graphically. I don't remember the keys to toggle engravings but it's (d) -> something.
Thank you for letting us know Codyo.
I know a few DF versions back engravings were working normally, not sure when the problem crept in to vanilla.
You said you were close to another release a week or two ago, do you know when that might be?
Also I found some discrepancies in the raws for werecreatures. In your description of them it says they have a certain material weakness but their actual material weakness is completely different and also it seems unreasonably high.
For example [DESCRIPTION:A monster resembling a bear that walks on two legs like a man. It is gigantic. It's fur is pale, and its eyes glow yellow. It is said that only copper can harm the creature. Now you will know why you fear the night.]
Indicates that werepolarbears should be weak to copper but their tag is actually
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:IRON:1000:1]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:1000:1]
Making them incredibly weak to iron and silver. It seems like giving every werecreature a weakness to silver is what you were going for but I believe iron should be switched out for copper in this case.
The multiplier also seems way too high, 333 times as much force from two common types of metal seems excessive when the standard in vanilla is 3.33. Maybe making it match weredragon's weakness amounts:
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:IRON:10:1]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:SILVER:500:1]
might be better, but 166 times as much force from silver weapons in addition to the standard weakness to another metal still seems excessive.
Is silver supposed to be very rare in this mod to justify it's ability to shred night creatures?
Taking a peek at the most recent version (which I hadnt seen yet, due to net issues through mid 2016).. is there not a version of dwarf therapist that works with this mod? :( how about dfhack?
Manually updating something sounds out of my wheelhouse -_- Can I just use the 32 bit DT out of the box?
Manually updating something sounds out of my wheelhouse -_- Can I just use the 32 bit DT out of the box?
Yes, you can but it's running v33 for now though. You can just copy and paste the latest version of Dwarf Therapist (or any utility) into the LNP/Utilities folder of the Start Pack.
Hi LCastillo. I agree with your assessment that material weakness is overpowered so I toned it down. I believe this was some vestiges of the Fear of the Night mod.
Is it normal swimming won't increase with this mod? Or was it nerfed? If so i understand swim=training was easy. But yeah my swimming won't increase at all! Also i had a bug where i was drowsy forever sleeping wouldn't fix it, help!
Is it normal swimming won't increase with this mod? Or was it nerfed? If so i understand swim=training was easy. But yeah my swimming won't increase at all! Also i had a bug where i was drowsy forever sleeping wouldn't fix it, help!
Are you playing as an animal person? They can't train swimming but can do so naturally in vanilla as well.
Is it normal swimming won't increase with this mod? Or was it nerfed? If so i understand swim=training was easy. But yeah my swimming won't increase at all! Also i had a bug where i was drowsy forever sleeping wouldn't fix it, help!
Are you playing as an animal person? They can't train swimming but can do so naturally in vanilla as well.
Legendary dwarf
Worldgen is crashing constantly for me right after it starts running the history. I'd say it doesn't get past year 5.
Edit: any chance you could share a few more interesting world gens saves?
I've been pretty bored but reticent to start a new fort while waiting on new version/new mod releases, so I decided to actually took a look at the old "Fear the Night RAWS" because you mentioned them, and saw where the original numbers came from.
The general template was
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:1000]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:10000:1]
With x being whatever the respective weakness was, which was equivalent to x10 bonus when you look at how both interact with each other.
I can see why you changed it, taking 1/1000th damage from everything but their weakness was a bit ridiculous.
You probably have much more experience with RAWS and modding and balance than I do.
But with that being said I've been doing some testing but would caution against swinging the pendulum too far the other way.
From looking at it both adventure mode and Arena anything over x10 basically makes basic blows to the upper body cause pulping through armor no matter your strength.
This kinda sucks for roleplaying as a night-creature hunter in adventure mode because it makes fights with even the really strong night creatures feel really anticlimactic.
figuring it might be helpful I made a few templates and tested them out.
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:10]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:100:1]
Makes the large weaknesses feel earned as it becomes difficult but not impossible to do damage with conventional weapons
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:3]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:10:1]
The standard in vanilla feels very fair, but makes the weakness sort of an afterthought
[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:5]
[MATERIAL_FORCE_MULTIPLIER:INORGANIC:x:25:1]
Feels like a good balance, werecreatures felt pretty resilient but not impossible to take down with conventional weapons. Weapons and thrown objects of the weakness material felt effective but didn't just laser through armor and limbs in the sort of silly way x10 tended to cause. I could see a dedicated night-creature hunter adventure mode character kitting themselves out in silver to gain an edge without it seeming too cheesy and making the fights too easy.
Typing this out has given me an idea for an adventurer class:
Night-Creature hunter,
- summon silver ammunition
- sense creatures the way vampires can
- maybe create a pool of some sort of syndrome inducing liquid that you could drop weapons into in order to poison them?
Thanks also i think eating a giant mosquitoe ive slained (Was starving) turned me into a horrible beast...I walked to some jungle and started being sick then next thing i know I'm cursed into a huge horrible creature with claws LOL!
It'd be nice to see Goblins, Orcs, and Gnolls surviving and prospering more in world gens. I've gone through about 10 world gens just to see how it all goes, and every time Kobolds and Humans have been on top. In fact, I think Kobolds might be a little bit too prosperous. Then there's the fact that Legendary Dwarves still outpop and outlive regular Dwarves, which seems self-contradictory with the mod's lore.
Just so ya know, I used a couple of spells/effects in your mod in a magic adding mod im currently building - you did some great work on spells like Harm, and as long as you aren't opposed to me using it, I just want to say that this has TRULY been enormously helpful, with particular regards to Divine magic and the Warlock spells that im currently working on(the Druid spells are entirely original, and the Arcane spells use a few Masterwork resources, but are MOSTLY original, so you cant have credit for those!!!) Seriously, my mod would be way less cool if I hadn't discovered this. Assuming you arent going to demand that I don't use your stuff, thanks very much!
Okay, just finished a series and since no one commented on it if they wanted vanilla or modded I will be once again (for real this time) be playing this mod. Now is there anything I should be aware of when it comes to messing with world gen with the newest version and any tips for the mod overall as I haven't played it in a while.
Can I just ask, are wizard/necromancer towers worth fighting through on adventure mode? I just did one on the latest version of the mod but found no books or anything interesting. I even used the 'reveal' command on DFhack and tried to make sure that way that I wasn't missing out on anything. This is the second time I've had this happen so I was wondering if you knew anything about that. The most I found were 2 quivers.
By the way, do vermancers, sorcerers and the rest who prevailed in building towers still do outnumber other secret types?
So while waiting for v36 any tips for custom world gen? I like to mess around to get a world just like I want it but there are definitely going to be more things to worry about besides some mountains and hoping the damn elves spread (is it just me or does everyone else have a problem with having those buggers actually live?).
Great! Gonna test it soon.
UPD: I seems to be missing W&M custom world generation parameters, or am i wrong?
Spoiler (click to show/hide)
The game crashes each time i try to save a created world. IF it didn't crash while going trough years of history. Any idea?
UPD: After many, many attempts i actually managed to generate a world. Hm. Unpredictible xD
There also seems to be a problem when trying to play as a specific person in a large world (might upload it for testing if you wish). The game instatnly closes with no warnings or anything as soon as i choose a retired adventurer.
Generated a pocket world to test it out, loaded up just fine. Don't know what's the reason.
I also have a question, if you don't mind: some races, like legendary dwarves, liches, etc. have natural skill levels, but do these apply when i play as an adventurer of that race? I mean, i always start only with what i've managed to train in course of character creation.
Okay, just finished a series and since no one commented on it if they wanted vanilla or modded I will be once again (for real this time) be playing this mod.
awww im tryin this baby todayyyy 8) 8)
Hi, so it looks like im having a problem, I found a tower that contained a book with the secrets of spider vermancy, I read the book and learn the secrets thats all fine but now my speed has dropped down from 1 to .322. I reloaded the game just to check again and its definitely the cause of the dropped speed. Anyone have an idea on why this is happening? Thanks in advance, also keep in mind i'm a wizard and have already learned the secrets of life and death before this, if that has to do with anything.
Is the new version with therapist and dfhack? LNP has been updated recently, but I would rather come back and play this awesome mod then play vanilla.
I've only been updating the 43.05 64-bit version of DF. It runs the mod dramatically faster than the 32-bit version. I don't think Therapist and DFHack support it yet, but I keep hoping it happens soon.
DFhack and therapist work; im playing your latest version; already got 4 undead sieges and 2 goblin and goddamit i hate vampire bats...
I've only been updating the 43.05 64-bit version of DF. It runs the mod dramatically faster than the 32-bit version. I don't think Therapist and DFHack support it yet, but I keep hoping it happens soon.
There is 64 version already with working dfhack and therapist http://dffd.bay12games.com/file.php?id=12743
Is there anychance you could release this mod with DF hack now that DF hack supports the latest version and is fairly stable?
Well look at that, I started a new LP and guess which mod I am using? About time I got around to it, been promising it for long enough. Anyway the first video is up but it doesn't really have any gameplay. I basically just take a look at the website for DAII and then looking at the world with Legends Viewer. The first video is here. (https://www.youtube.com/playlist?list=PLbGD7QQtiRBkMnpbz9U4SIwS1jxUmldvS)
It took me hundreds of completed worlds to finally get one I liked. The gnomes and hags just did not want to live. They kept dieing out. There was a lot of finagling with Perfect World to get what I want.
Cool, the second video is actually up now (https://youtu.be/P2shv44RRXo). Actual game play happens in this one. Then again there was a reason I marked the first one as episode 0 besides being a programmer.
Hey, its me again
I noticed that on the first post there is a separate download for ASCII and Ironhand; the LNP it comes with includes gemset, ironhand, phoebus and so forth. Will the ones included in the LNP (specifically Gemset 24) still work with the game?
My eyes are getting old and I find I prefer the larger tiles <3
Yes Gemset is supported using the LNP. And, you reminded me that the ASCII and Ironhand links are outdated.
Yes Gemset is supported using the LNP. And, you reminded me that the ASCII and Ironhand links are outdated.
Oh, well.. glad to be of help :D
Now, something weird is happening in my current fort.. I don't know if its DA related or vanilla related, or even related to Creepy Caverns (which I threw in to see what its like) but I'm having issues with my dwarves becoming frightened and agonized by mental trauma... at nothing. Im not in an evil biome, there are no monsters around.. just some white storks on the surface. Its also affecting my chickens and my hounds O_O This is my 4th game with this current accumulation of mods, and the first time its happened O_O
Posting here rather than the "dwarf fortress questions" forum cause, well modded and not vanilla
Yeah it started with the original 7 plus some livestock. No, havn't cracked into the caverns yet. I ended up using dfhack to remove their stress cause I had no idea what was causing it and getting a little frustrated.
Looking back through the announcements its been 9 months since the last time it happened, so.. whatever it was appears to have gone away @_@
Creepy caverns have interactions that work through stone. Been a while since I looked through my raws but illithids can mind blast from a distance even with walls and unmined rock between them and your dwarves. I think brainstealer dragons (if one arrives) can subdue your whole fort but it's meant to be rare
Hey GM-X I kinda think that the silkworms purchasable at embark are a bit underpriced, given how much silk Im getting from just one.. 8 points is way too cheap :O
So I just noticed something. The elves have regular wooden goods instead of grown wooden goods. Is this on purpose or did they just miss getting the update?
Actually have a siege show up. (https://www.youtube.com/edit?o=U&video_id=xY3eV6kMcQ0) Sadly it is only a goblin unit by itself.
Can you tell me what constitutes an unsafe location? I have so much trouble getting sieges
Greetings i came back to this awesome mod playing adventure mode and i was wondering why i can't do any bonecrafting, I have a large copper war dagger but it's not considered/doesn't work for bonemaking, or do i need a normal/simple dagger? If so i guess i need to find a npc who has one and trade? Help please i'd love to make bone stuff!!!! I'm an elf but any race i picked didn't work for bonemaking...
This mod is amazing! This is just what I've been looking for adventure mode.
I've recently started a mage play trough in the custom large world of the advanced parameters but I'm a little lost about the whole spell thing. Is the only way to learn a new spell to read slabs in towers?
Also, I've noticed that in my mage civilization nobody wears shoes. Never. They don't even sell them. I find it hilarious that everybody just walks around in their socks lol. Is that a mage cultural thing? And is it intended?
Anyway, great job!
I'm looking forward to it! I have yet to start a fortress in the mod, but I think I will do so in a smaller world, to preserve some fps.
My mage just met his demise, RIP. My companion drowned when fighting a ghoul fish and I went to the nearby keep to recruit a new one. In the back room I found a human bard and thought to myself: "Wouldn't it be fun if I traveled with a bard companion? She could write songs about our intrepid adventures and stuff". Before I could say anything, she screeched, charged at me, and TURNED INTO A MASTER VAMPIRE. I tried to call for help but it was too late. She drained my blood and ripped me to shreds in the blink of an eye.
This was by far the most unexpected and terrifying experience I've had in Adventure Mode. Next step is creating a vampire hunter character and try to slay the beast without dying too quickly.
Probably belated, but congratulations on Mars 2030 and the new release of DA! I've not played in a long time and I'm eager to get back in, and can't wait to see what's in store for DA with the next game update. I've got a very neat worldgen going right now that seems like something truly out of a dark fantasy novel, but I've still noticed a few things that I remember mentioning before. While Orcs and Gnolls do better now and Kobolds aren't a gigantic swarm race, Legendary Dwarves still do a little too well for being these rare, elusive, and powerful ancient beings, but it's not a big issue.
Hey just wanted to give you a heads up that in fortress mode the ghoul carp have a tendency to run out of the water and subsequently die from what I can only assume to be suffocation. Like the message "A ghoul carp has sprung from ambush!" will appear, which then leads to the above scenario
Also, for some reason I can't seem to build any of the custom buildings
Which buildings are you trying to make? Most require blocks for starters.
Which buildings are you trying to make? Most require blocks for starters.
Sorry, wasn't as clear as I should've been. When I asked that before what I meant is that the buildings simply aren't showing up in the list of stuff I can build, ergo making it so I can't attempt to construct them
hey GM-X, i just reviewed the graphic folder and added the missing graphic definitions as well as fixed some bugs.
here is link with all the creature .txt and .pngs without civs.
thank you for the great mod.
https://www.dropbox.com/s/3nqxoeev4z8oqyz/graphics.7z
hey GM-X, i just reviewed the graphic folder and added the missing graphic definitions as well as fixed some bugs.
here is link with all the creature .txt and .pngs without civs.
thank you for the great mod.
https://www.dropbox.com/s/3nqxoeev4z8oqyz/graphics.7z
Hi dantebelmondo, thank you. Was this designed to expand the default DA Ironhand graphics? I don't mind you further explaining the extent of your mods.
Or even better, posting a few screenshots. :)
Which buildings are you trying to make? Most require blocks for starters.
Sorry, wasn't as clear as I should've been. When I asked that before what I meant is that the buildings simply aren't showing up in the list of stuff I can build, ergo making it so I can't attempt to construct them
W&M buildings are listed under Workshops. B key. Then W key. Bottom of the list.
Which buildings are you trying to make? Most require blocks for starters.
Sorry, wasn't as clear as I should've been. When I asked that before what I meant is that the buildings simply aren't showing up in the list of stuff I can build, ergo making it so I can't attempt to construct them
Did you try downloading it again? I am able to view them.
W&M buildings are listed under Workshops. B key. Then W key. Bottom of the list.
Yes I'm aware of how to build Workshops, what I'm saying is the custom ones don't show up in that list. That said though I do appreciate you trying to help
I take it that I would be missing lots of sprites and stuff If I used phoebus tileset? I just like ground/wall/ore tiles etc in phoebus more
Which buildings are you trying to make? Most require blocks for starters.
Sorry, wasn't as clear as I should've been. When I asked that before what I meant is that the buildings simply aren't showing up in the list of stuff I can build, ergo making it so I can't attempt to construct them
Did you try downloading it again? I am able to view them.
W&M buildings are listed under Workshops. B key. Then W key. Bottom of the list.
Yes I'm aware of how to build Workshops, what I'm saying is the custom ones don't show up in that list. That said though I do appreciate you trying to help
I'm able to view them and they were listed normally in recent YouTubes. Did you make any personal mods or copy and paste folders? Are you running DFHack?
Also do you see building_dark_ages.txt in your saved game raws folder?
If not, I recommend downloading the Starter Pack again and running with default settings. Let me know how it goes.
Which buildings are you trying to make? Most require blocks for starters.
Sorry, wasn't as clear as I should've been. When I asked that before what I meant is that the buildings simply aren't showing up in the list of stuff I can build, ergo making it so I can't attempt to construct them
Did you try downloading it again? I am able to view them.
W&M buildings are listed under Workshops. B key. Then W key. Bottom of the list.
Yes I'm aware of how to build Workshops, what I'm saying is the custom ones don't show up in that list. That said though I do appreciate you trying to help
I'm able to view them and they were listed normally in recent YouTubes. Did you make any personal mods or copy and paste folders? Are you running DFHack?
Also do you see building_dark_ages.txt in your saved game raws folder?
If not, I recommend downloading the Starter Pack again and running with default settings. Let me know how it goes.
Huh, must be something on my end then. I haven't made any personal mods nor did I copy and paste folders. I'm also not running DFHack as I'm not terribly familiar with it and didn't think it was required. Should I be using it for this mod?
Also yeah I do see building_dark_ages.txt in the saved game raws folder. Even so I decided to try your suggestion at the end there and it seems to have worked.
Honestly I'm not sure what was causing the issue before. Only major changes I can think of that I did last time is changing the graphics pack and tweaking the number and number of types of monsters that spawn in the world when designing it with advanced parameters. This time around though I only changed the graphics pack and that didn't seem to affect it so I'm guessing adjusting the amount of monsters and the like that spawn might have affected it in some way as to make me unable to use the buildings.
Anyway, thank you for the help. I really enjoy this mod and now I look forward to finally being able to use the custom workshops
How do you get the loot items from the major beasts? For example according to the raws an ancient vampire should give you adamantine loot but I cannot figure out how to get it
I killed it by punching in its head. There was a mangled corpse left over but no loot drop.How do you get the loot items from the major beasts? For example according to the raws an ancient vampire should give you adamantine loot but I cannot figure out how to get it
Hi, captinjoehenry. You killed an ancient vampire? But there was no loot drop?
1) How did you kill it?
2) Was there a corpse or drops whatsoever?
How do you get the loot items from the major beasts? For example according to the raws an ancient vampire should give you adamantine loot but I cannot figure out how to get it
Hi, captinjoehenry. You killed an ancient vampire? But there was no loot drop?
1) How did you kill it?
2) Was there a corpse or drops whatsoever?
I killed it by punching in its head. There was a mangled corpse left over but no loot drop.
what do you have in store for the new version?
This mod has become my favourite as of right now
Also I just killed a black dragon with a 2 handed sword and the only thing on the tile was it's corpse. Does the loop drop spawn else where?
Nope moving the reward code didn't help. This time I killed a vampire lord
Nope moving the reward code didn't help. This time I killed a vampire lord
Thanks for your amazing mod ! I have two questions :
- Is it possible for me to add Fortress Defense II mod to yours and play normally ?
- During a game with your mod, I had a sudden FPS drop during my third year (from 120 to 10/15 FPS), I have kept the number of dwarves and items in the map very limited, so what might be the cause ?
Thanks in advance.
My lord told me to go and clear out a nearby necromance tower. So I went there and killed everyone there. But when I reported to my lord apparently the tower wasn't clear. So I went back and even though I destroyed the corpses the tower was once more full to the brim with undead. So I killed them all again and then went and reported. but the tower still wasn't clear. So I returned to the tower and killed everyone for the third time left the site and waited an hour... And all the undead were back! O_o
I found the unkillable tower. It doesn't matter if all within it are slayed and their corpses burned they simply return to life a mere hour later and I can never complete my lords assignment.
There's a trick that had worked against random respawns that I didn't think to try until after I left a tower behind, so I don't know that it works. Try talking to each of the undead. This will turn them into histfigs (and rack up your notable kills) and they won't respawn. If they use the same spawn mechanic as angels, this unfortunately won't work.
My lord told me to go and clear out a nearby necromance tower. So I went there and killed everyone there. But when I reported to my lord apparently the tower wasn't clear. So I went back and even though I destroyed the corpses the tower was once more full to the brim with undead. So I killed them all again and then went and reported. but the tower still wasn't clear. So I returned to the tower and killed everyone for the third time left the site and waited an hour... And all the undead were back! O_o
I found the unkillable tower. It doesn't matter if all within it are slayed and their corpses burned they simply return to life a mere hour later and I can never complete my lords assignment.There's a trick that had worked against random respawns that I didn't think to try until after I left a tower behind, so I don't know that it works. Try talking to each of the undead. This will turn them into histfigs (and rack up your notable kills) and they won't respawn. If they use the same spawn mechanic as angels, this unfortunately won't work.
Captinjoehenry, can you confirm if this tower clearing trick works?
Nope moving the reward code didn't help. This time I killed a vampire lord
I think I found the problem. The good news is, once the fix is released you'll be able to overwrite your save game raws without generating a new world.
My lord told me to go and clear out a nearby necromance tower. So I went there and killed everyone there. But when I reported to my lord apparently the tower wasn't clear. So I went back and even though I destroyed the corpses the tower was once more full to the brim with undead. So I killed them all again and then went and reported. but the tower still wasn't clear. So I returned to the tower and killed everyone for the third time left the site and waited an hour... And all the undead were back! O_o
I found the unkillable tower. It doesn't matter if all within it are slayed and their corpses burned they simply return to life a mere hour later and I can never complete my lords assignment.There's a trick that had worked against random respawns that I didn't think to try until after I left a tower behind, so I don't know that it works. Try talking to each of the undead. This will turn them into histfigs (and rack up your notable kills) and they won't respawn. If they use the same spawn mechanic as angels, this unfortunately won't work.
Captinjoehenry, can you confirm if this tower clearing trick works?
I would love to do that but this tower has several hundred zombies in it... Some single tiles have several pages of undead on them... I'll try it anyways thought.
Ok if you talk to all of them they stay dead but the tower does not count as cleared for my quest from the lord
A couple of questions:
What are/ Who are the Legendary Dwarves? When do they show up or where?
Anyone else experience lag or severe cuts in FPS seemingly at random while playing this mod?
Heya, I'm playing v36 and it seems that I can't produce cartridges for my arquebuses in Fort Mode. I'm producing lead arquebus bullets which then get used up in the 'Load cartridges' task. After the task is complete I get nothing but my bag and gunpowder back. No cartridges to be seen.
I'm not running DFHack. Is this a problem for anyone else, or should I try upgrading to v36a?
=========================================================================================================
[REACTION:CARTRIDGE_FRT]
[NAME:load cartridge]
[BUILDING:GUNSHOP:CUSTOM_C]
[ADVENTURE_MODE_ENABLED]
[REAGENT:gunstones:20:AMMO:ITEM_AMMO_BULLET:NONE:NONE][PRODUCT_DIMENSION:30]
[REAGENT:gunpowder:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[PRODUCT:100:20:AMMO:ITEM_AMMO_CARTRIDGE:GET_MATERIAL_FROM_REAGENT:gunstones:NONE][PRODUCT_DIMENSION:30]
[SKILL:FORGE_WEAPON]
========================================================================================================
Hello, new guy here. Before I say anything, let me just say thank you, GM-X, for an awesome mod.
Anyway, I have a question regarding some of the game aspects I have encountered when playing Adventure Mode.
1. Are the Dark Elves unable to raise their attributes above their initial level ? I tried making several Dark Elf characters and all of them just couldn't do so. Is it an intentional design choice ? If so, then Dark Elf Vampires are an overall better choice.
2. Does toppling statues grant you any ability different than the Soul Bending knowledge ? Is it dependant on the sphere that the god governs ? I'm asking because in Legends Viewer there are many characters who have been granted abilities by profaning the temples that seem not to abide by that rule.
Hello, new guy here. Before I say anything, let me just say thank you, GM-X, for an awesome mod.
Anyway, I have a question regarding some of the game aspects I have encountered when playing Adventure Mode.
1. Are the Dark Elves unable to raise their attributes above their initial level ? I tried making several Dark Elf characters and all of them just couldn't do so. Is it an intentional design choice ? If so, then Dark Elf Vampires are an overall better choice.
2. Does toppling statues grant you any ability different than the Soul Bending knowledge ? Is it dependant on the sphere that the god governs ? I'm asking because in Legends Viewer there are many characters who have been granted abilities by profaning the temples that seem not to abide by that rule.
Hi Horde of unicorns. Thank you.
1. Dark Elf attribute gains are not limited in any intentional way (beyond a high cap on mental/physical attributes). I'm not able to locate an explanation in the raws for improvement never happening at all, for any class.
2. Yes it depends on the gods sphere what curse is applied. Where do you see the term "Soul Bending" listed at?
Thanks for the response.
Sorry, I forgot to mention that I was talking about a Demigod character with High stats there. Ok, so you're saying that when I create a Dark Elf Demigod with High Strength for example, then that characters Strength value will amount to 3550, correct ? But if I make it have Superior Strength, will the value be 4295 ? Or will it roll back to High ?
Also, so the abilities below High can still be doubled in value, right ?
The power that I was talking about is the one that allows oneself to "Reconnect spirit with body" or "Reconnect body with spirit" for example. Soul Bending is just what I have come to call it. Sorry for the confusion.
Thanks for the explanation.
One last question. How are you supposed to eat something when you've transformed into a dragon ? I mean you can't grab things or just eat them from the ground so......how should I do it ?
Okay, I swear THIS is the last question. Sould the Dark Elf's Heal ability get rid of your hunger and thirst ? Because it does.
Mmm. Is your Red Dragon character hungry or thirsty? Even after transforming?
Ask as many questions as you like. I will take a closer look at the healing power, but yes, some versions of heal do a bunch of good things for the body.
Mmm. Is your Red Dragon character hungry or thirsty? Even after transforming?
Ask as many questions as you like. I will take a closer look at the healing power, but yes, some versions of heal do a bunch of good things for the body.
Regarding the first question, the character's original and dragon forms seem to get hungry and thirsty independently of each other. The character can be hungry and thirsty in dragon form, but do not need any form of sustenance when reverting back to original. However when it decides to turn once more, my needs are still unattended, and so even though I can quench my thirst rather easily as a dragon, hunger seems impossible to satiate.
Oh, cool. I was simply wondering whether that was intended or not, but if it is then that's awesome.
Hey GM-X.
Just started playing this mod in adventure mode yesterday, noticed a few things that could use fixing.
- The reactions for wooden helves and stone axes are broken and create random products. Looking at the raws, I think this is because they aren't defined in items_tools, but I'm not great at coding so it's just my best guess. (and I'm not sure how to fix it.)
- The alchemy reactions only seem to work with hearts of the new monsters, standard megabeasts (like hydras, for example) won't work. Looking at the raws, I think this is because standard megabeasts don't have reaction_class megaheart or semimegaheart. Again, I'm not great at coding, so this is just my best guess. (I'm also not sure how to fix this properly.)
- Guns don't penetrate armor like they should, and will often just cause bruises and send enemies flying.
- Dark Elves create hamlets instead of forest retreats (unsure if this is a bug or intentional or if this is even something that can be changed)
- Several of the "race/class" archetypes (elf ranger, paladin, human fighter, etc.) aren't the same size as their parent race, for example Elf Rangers can't wear small items. In addition, they are only able to spawn in Dwarf Fortresses, unless Outsider is selected.
- Every piece of armor or clothing I've found in mead halls is small-sized, even in those mead halls owned by humans.
- Kobold civilizations act strangely; kobolds don't respond when spoken to and seem to have no system of government and very few warriors. This may be an issue with my specific worldgen? But I went through a kobold town and found nothing but civilians and like 3 warriors in the castle, no ruler in sight.
- The vampire's lesser curse is misspelled "cruse" in about 5 places in interaction_vampire and interaction_mastervampire
Finally, this isn't a bug or anything, but it would be cool if you could make it possible to lower the number of legendary dwarves that spawn during worldgen. I've noticed that every world I've made winds up with a much larger population of legendary dwarves than regular dwarves because they're much more robust, which, although sensical, seems kind of backwards flavor-wise.
EDIT: After some testing with guns in arena mode, it seems that the material properties of lead as defined in the standard Dwarf Fortress raws are behind guns' weird behavior. Unfortunately, the only thing I can think of to fix the issue (other than editing the Lead material, which would impact the rest of the game) is to switch to steel bullets, so I added them to adventure mode. To me, this is an imperfect solution, since realistically, lead makes a better bullet - I guess we'll have to wait until Toady models projectiles fragmenting on impact or something before lead bullets can be made as effective as they should be.
I have run into a fairly common bug with the visitor system where it will work normally for a while only to then reach a point where I get hardly any visitors and where the few I do get will do nothing but run around my fort toppling archery ranges and statues.
The Bug appears to start when I get one of the new "evil" races as a visitor such as the hag shaman in this particular game, though after she started toppling statuess and archery ranges then every one of the few guests I got from tht point would do the same, even ones from the same race as me. . It might also have something to do with my habit of playing the legendary dwarves.
1- The hag shaman was a guest at the inn and could roam around my fort as freely as my dwarves.
2- No, it is a central theme to my fort.
3- The hag shamans are very close to me.
I started another game playing the normal dwarfs and this time it was the mage guests(not the enchanters) who would destroy my archery ranges, statues and slabs. Again without drawing aggro from anyone.
Didn't this used to have a non LNP version to download?
A minor bug is that beard roast is classified as a drink. Also greater fire man are not hostile and can be war and hunting trained.
Caught 2 non hostile greater fire men so far and war tamed both and beard roasts definitly show up under the Z/kitchen/drinks menu. Also bearded mushrooms
don't exist in vanilla DF.
And no I am not using any other mods. The only changes I have made is I am using the dungeon tile set and I changed the [PROGRESS_TRIGGER_POP_SIEGE:] lines in the entity_dark_ages and entity_default files to alow sieges at a lower population.
So, Mage Bards have to be the most annoying thing I've ever experienced. They keep destroying things I've built. Thanks Sodel, we now hate outsiders.
Sound like cursed Mage Bards. What happened? -Think I will cut back a little on the mischievous tags.
Is adventure mode working? I butchered an elf and i cant tan its hide. Also when i go to craft a wooden helve uhhh weird stuff happens it will make random wooden items. Oddly enough the reaction to make a stone axe will work with the wooden item but it spits out a rock version of it.
[ITEM_TOOL:ITEM_TOOL_HELVE]
[NAME:helve:helves]
[VALUE:10]
[HARD_MAT]
[TILE:'\']
[SIZE:250]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[UNIMPROVABLE]
[NO_DEFAULT_IMPROVEMENTS]
[ITEM_TOOL:ITEM_TOOL_STONE_AXE]
[NAME:axe:axes]
[VALUE:10]
[STONE_MAT]
[NO_DEFAULT_JOB]
[TILE:'/']
[SIZE:400]
[SKILL:AXE]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:800:400:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:800:400:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20:400:strike:strikes:helve:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
Ok, and just wanted to let you know thanks for working on this you are the bestIs adventure mode working? I butchered an elf and i cant tan its hide. Also when i go to craft a wooden helve uhhh weird stuff happens it will make random wooden items. Oddly enough the reaction to make a stone axe will work with the wooden item but it spits out a rock version of it.
Hi David, thank you for reporting this. It appears an old version of the item_tool raw was uploaded. To hot fix this, copy and paste the text file from vanilla DF into your saved game raws or add the following code blocks to end of the item_tool.txt:Code: [Select][ITEM_TOOL:ITEM_TOOL_HELVE]
[NAME:helve:helves]
[VALUE:10]
[HARD_MAT]
[TILE:'\']
[SIZE:250]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[UNIMPROVABLE]
[NO_DEFAULT_IMPROVEMENTS]
[ITEM_TOOL:ITEM_TOOL_STONE_AXE]
[NAME:axe:axes]
[VALUE:10]
[STONE_MAT]
[NO_DEFAULT_JOB]
[TILE:'/']
[SIZE:400]
[SKILL:AXE]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:800:400:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:800:400:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20:400:strike:strikes:helve:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
This will be fixed (again) in v37.
Ok, and just wanted to let you know thanks for working on this you are the best
P.S. Also gathered rocks cant be used to make a sharp rock it simply says you "practice your knapping" you can only use rocks that have been found on the floor.
[REACTION:GATHER_ROCKS_ADV]
[NAME:Gather Rocks]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:0:NONE:NONE:NONE:NONE][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:3:ROCK:NONE:NONE:NONE]
[SKILL:KNAPPING]
[CATEGORY:ADV_GATHERING]
[CATEGORY_NAME:Gathering]
I see the mod has an enhanced version of Ironhand. But is it possible to play with ASCII graphics and still get the full effect? I guess I'm asking, is there an ASCII style pack that has graphics for this mod?
Overall, many of the changes occurred under the hood, in preparation for the myth and magic release, but now the magic release will be able to incorporate artifacts of all kinds without additional delay, so hopefully it was time well spent...Devlog: http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)
Every migrant leaves a puke trail behind them, reminds me of tavern floors... Intended?
Ha ha, nope.I noticed one thing when setting animal people-esque races (can be found out in the wild, don't have civs of their own, but can join civs and become playable when they do) to be parts of a certain civ with the new ANIMAL tokens - they don't actually become playable, despite having the [LOCAL_POPS_CONTROLLABLE] and [LOCAL_POPS_PRODUCE_HEROES] tokens - is this intended or is something with the animal tokens overriding the CONTROLLABLE token?
Yeah, it's really not intended for civilized populations. They go in a different array entirely.On a side note - worldgen artifacts seem to not respect what materials actually exist naturally in the world or not.
Ah, yes, I had noted that but didn't have time to sort it out cleanly. I'll get to it.If you tell people you rescued an artifact they won`t care either. They will say "An unknown creature obtained x at y. I don't care one way or another."
Geh, after all the testing, looks like I managed to trash it all somehow near the end.I will say that mentioned here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10129) that since 42.x location areas such as taverns & temples have been able to work & operate without actually having a meeting zone active & allocated causing most dwarves to attend on a ad-hoc basis to sing dance worship & drink. (as seen in attached save) instead of getting stuck or showing preference for locations over generic meeting zones.
Okay, I'll loop it in with the museum thing and see if it's all related.I'm actually a little disappointed by the lack of a general assault and/or pillage option. I mean, you read "raid" and you imagine that, not skulking around like kobolds rummaging through people's stuff.
We plan to expand the options... I hope it is paired with better loot, or you'll just be little murderous dwarves, he he he. I think the existing code would even support leaving your squad leader or some other dwarf as a site administrator, but we'd have to tie that in to something else for it to be meaningful. The release has certainly opened a lot of doors, anyway.I wonder how much equipment matters in raid combat.
Assume it is working, it should matter a lot!Also, hooray for porting mods. Do I need to append [POISONOUS] to modded poisonous sentients, or will that lead to unexpected results?
If you like -- it shouldn't change anything. In vanilla, it applies to kobolds looking for wilderness creatures for their caves.The visitor cap doesn't work it seems, tavern keeps filling up with people even though it's set low.
Most of them, incidentally, trying to find the artifact silk sock, that an Ettin used as his weapon when it attacked my fort. It's in my museum. Socks are serious business.
I believe questers ignore the caps now. There's a gray area there and we'll have to deal with it somehow.Kobolds learned to talk in this version?
Ha ha, how does thaaaaat work. I'll mark it down.
Huh... wonder why the cave entrances suddenly failed. I tested several. It's always something!
Question about playing as a Lich. None of the raising dead powers work on corpses. I make sure their heads are intact, but when I target where their corpse is I don't get the option to raise it. Those powers work alright on the reanimator class though.
Question about playing as a Lich. None of the raising dead powers work on corpses. I make sure their heads are intact, but when I target where their corpse is I don't get the option to raise it. Those powers work alright on the reanimator class though.
Hi Vorbicon, when you cast Reanimate Skeleton as a Lich, do you get a raise option? Let me know what kind of corpse you are targeting.
Question about playing as a Lich. None of the raising dead powers work on corpses. I make sure their heads are intact, but when I target where their corpse is I don't get the option to raise it. Those powers work alright on the reanimator class though.
Hi Vorbicon, when you cast Reanimate Skeleton as a Lich, do you get a raise option? Let me know what kind of corpse you are targeting.
No, I don't get a raise option with that spell or the Raise the Dead spell. At the time, I was in a Lizard village causing some... trouble. They should have been raisable as I made sure to avoid hitting the head.
Question about playing as a Lich. None of the raising dead powers work on corpses. I make sure their heads are intact, but when I target where their corpse is I don't get the option to raise it. Those powers work alright on the reanimator class though.
Hi Vorbicon, when you cast Reanimate Skeleton as a Lich, do you get a raise option? Let me know what kind of corpse you are targeting.
No, I don't get a raise option with that spell or the Raise the Dead spell. At the time, I was in a Lizard village causing some... trouble. They should have been raisable as I made sure to avoid hitting the head.
Okay, but Reanimate Skeleton was working fine on your Reanimator?
The animal men race might be missing the [UNDEAD_CANIDATE] tag. Why it's not the other way around with all creatures being reanimate-able by default unless they have a tag specifically excepting them, and why that tag is still only given to one race in vanilla I'll never understand. :-\UNDEAD_CANDIDATE might be a "legacy" token that doesn't do anything (don't quote me on that though). Whether a creature can be undead is controlled at a creature level, with the NOT_LIVING/CANNOT_UNDEAD tokens.
The animal men race might be missing the [UNDEAD_CANIDATE] tag. Why it's not the other way around with all creatures being reanimate-able by default unless they have a tag specifically excepting them, and why that tag is still only given to one race in vanilla I'll never understand. :-\UNDEAD_CANDIDATE might be a "legacy" token that doesn't do anything (don't quote me on that though). Whether a creature can be undead is controlled at a creature level, with the NOT_LIVING/CANNOT_UNDEAD tokens.
Well hey, an update! Thanks for your continuous work on this amazing mod!
A small bug report, again: All of the Illithid abilities are automatically self-targetted. Means that it's a suicide to even try to use them.
Well hey, an update! Thanks for your continuous work on this amazing mod!
A small bug report, again: All of the Illithid abilities are automatically self-targetted. Means that it's a suicide to even try to use them.
Since 44.03 has been released, are you thinking of porting this mod up to it anytime soon?
Well hey, an update! Thanks for your continuous work on this amazing mod!
A small bug report, again: All of the Illithid abilities are automatically self-targetted. Means that it's a suicide to even try to use them.
Hi Big PowerBoss, thank you for reporting this. I will take a look and update to v37a in about 2.5 hours. Did you just jump right into playing an Illithid in Adventure mode?
Well hey, an update! Thanks for your continuous work on this amazing mod!
A small bug report, again: All of the Illithid abilities are automatically self-targetted. Means that it's a suicide to even try to use them.
Hi Big PowerBoss, thank you for reporting this. I will take a look and update to v37a in about 2.5 hours. Did you just jump right into playing an Illithid in Adventure mode?
Actually, yes, i was browsing trough available adventurer races and then saw an Illithid. By the way, are they supposed to start in a hostile enviroment? Do they even have allies?
I just wanted you to know that I'm still playing my old Dark Ages beach fortress. Seeing the wizard trading caravan show up in summer and zap all of the zombie birds & crustaceans makes me grin :D
"Oram" = World
"Nalish" = Forever
Maybe a worldgen that might reach year 999 999?
You can get dfhack and a script called "biomemanipulator" (separate download). That can edit the evilness/weather before embarking
Almost 10 now. I think the evil surroundings have actually been hindering sieges; only a few arrived, including 1 with zombies at the same time which started fighting each other. This is a pre-taverns save, so I've been considering starting over anyways.I just wanted you to know that I'm still playing my old Dark Ages beach fortress. Seeing the wizard trading caravan show up in summer and zap all of the zombie birds & crustaceans makes me grin :D
Ohh you are playing in an evil biome. Very brave. How many years old is your beach fort?
"Oram" = World
"Nalish" = Forever
Maybe a worldgen that might reach year 999 999?
You can get dfhack and a script called "biomemanipulator" (separate download). That can edit the evilness/weather before embarking
The preset was set to stop at year 195 so I dont know. I used it either way because these days im too lazy to make my own custom one and it had good settings.
Also wow thanks. Thats actually super useful. When I get the hang of this mod again ill try that for my next embark if I cant find a suitably evil biome where I want it.
edit: does anyone know what all the extra workshops do? like I see rockforge, alchemy station, some other stuff. are there docs im missing?
edit2: All visiting Paladin seem to want to topple every statue they come across >.> they arent attacking anything, just knocking over shit. magma accident is likely to befall them. iThey might be at war with my civ? but the caravan still comes? I have no idea
edit3: two invasions of flying undead enemies and their necromancers so far, o boi. lost my entire military to the 2nd one.
edit4: armed paladin undead are impossible to beat holy shit. especially because it seems like each undead paladin can re-raise the corpses around them instantly. not just the necromancer. wiped to a massive invasion of paladin corpses with metal armor and weapons
Almost 10 now. I think the evil surroundings have actually been hindering sieges; only a few arrived, including 1 with zombies at the same time which started fighting each other. This is a pre-taverns save, so I've been considering starting over anyways.I just wanted you to know that I'm still playing my old Dark Ages beach fortress. Seeing the wizard trading caravan show up in summer and zap all of the zombie birds & crustaceans makes me grin :D
Ohh you are playing in an evil biome. Very brave. How many years old is your beach fort?
Undead Paladin would be quite hardcore in DAIII. How many units was their invasion army?
im a god amoung men btw. newest hobby is collecting 1 of each secret slab and storing it in a vault room in fortress mode. im getting all the secrets in this world. iv got secrets of polyhedron existence, master vampire, horror summoning, lich, and dragon vampire (whatever the hell that is) so far.
Trying the new version (44.05/v37a), it seems that the special worldgen settings others mentioned are missing; comparing to earlier versions, it seems that world_gen.txt simply hasn't been copied over while transitioning to the new DF version. Should I simply use it from the older version (43.05/v37)?
Also, checking the differences myself, the chief difference seems that you set numbers of bogeymen types and secrets to zero in all worldgen presets. I trust this is intentional; do you force some specific ones to spawn, or will there simply be no bogeymen to fear nor any secrets to learn?
Anyway, the mod looks fascinating, so I'm definitely giving it a try. Looking forward to providing further feedback!
Just started playing and I've already stumbled into a wizard barfight of apocalyptic scale.
I officially love this mod.
Congratulations on your slab collection. Very impressive.
Thank you for the detailed report. DAIII needs a Wiki and it's on the radar in 2018. Glad you found the FDII content. There is a lot of competition for civilizations now but where they appear they should be formidable.
OP Adventurers: I would say possibly Dark Elves. They have the widest and strongest array of powers as a natural lowbie. After that, probably Legendary Dwarves and Wizards.
Greater Minotaur: Need more love in light of recent updates.
Lich: Looking at the raws, I'm not sure what would prevent transformation. You activate the power, and nothing happens but it doesn't start a cool down period for disguise?
Congratulations on your slab collection. Very impressive.
Thank you for the detailed report. DAIII needs a Wiki and it's on the radar in 2018. Glad you found the FDII content. There is a lot of competition for civilizations now but where they appear they should be formidable.
OP Adventurers: I would say possibly Dark Elves. They have the widest and strongest array of powers as a natural lowbie. After that, probably Legendary Dwarves and Wizards.
Greater Minotaur: Need more love in light of recent updates.
Lich: Looking at the raws, I'm not sure what would prevent transformation. You activate the power, and nothing happens but it doesn't start a cool down period for disguise?
Iv got pages of notes on where the remaining slabs are in my world. unfortunately i lost 2 to a DF bug and a few are unfindable because they are held by insignificant people that i have no hint to their location (DF bugs, not darkages).
I admit I started playing with rhinoceros man after a while solely because they can carry so much. those slabs im trying to collect are heavy and all the other adventurers struggle after 1. they usually weigh over 100 dorf pounds each. rhino men can carry multiple metal/stone slabs + armor and other stuff without getting encumbered.
but anywho. the lich power works, it says i transformed and then the cooldown starts. i can even walk into a village and start talking to people. but then i will randomly start getting attacked. sometimes by 1 unit and then everyone else starts killing me if they see the fight. i guess its wearing off? i dont know. i also have to "Assume identity" using the vanilla feature to talk to people or else they aggro after greeting even if im disguised. which is cool bcus i had no use for that before.
i will try dark elf next! i wanted to try an elf adventurer anyway. thanks.
edit: i was cursed by a slab that says "Secrets of Aboleth Monstrocity" and it just turned me into a vampire o: I can become a bat, create other vampires, and do vampire-ish things. So are the names of the slabs not tied to what they do? thats fine if so but i just want to make sure its intended
I checked the raws, if the slab was named that it seems named incorrectly in vanilla for some reason. It should outright transform you into an Aboleth. The good news is, your epic adventures have inspired a new adventure class for v37b:
Dark Ages III: War & Mythos [44.05] [v37b] has been released.
- Greater Giant Rhinocerosman Adventure Class added
I checked the raws, if the slab was named that it seems named incorrectly in vanilla for some reason. It should outright transform you into an Aboleth. The good news is, your epic adventures have inspired a new adventure class for v37b:
Dark Ages III: War & Mythos [44.05] [v37b] has been released..
- Greater Giant Rhinocerosman Adventure Class added
Ha!! I will switch immediately since my current rhinoman got turned into a vampire. Thats fantastic.
Also I have been encountering some strange vanilla bugs so I definitely believe that. Adventure mode is screwy sometimes. Thanks.
Iv been using a silver flail to fuck people up- the silver weakness much of the scarier stuff has is quite helpful.
Further looking into worldgen and raws showed that the main reason Illithids and several other races (Hags, Blendecs, etc.) are soon wiped out is that their reproduction methods don't work/worldgen doesn't take them into account. (Particularly in the case of spouse converters it might be because, if wiki notes are right, they also have to be classified as night creatures; though I'm not sure if night creatures can constitute civilization members.) I understand that it probably conflicts with the vision you have for at least some of them (e.g. genderless Illithids), but could you look into making them properly reproduce, one way or another? It'll help a lot with longer-term worldgens (even just upwards of one hundred years).
Also, it seems that there are some unfinished entities (missing various tags) in the raws that don't properly generate civilizations as a result (chiefly those in entity_arcane.txt); are those just easter eggs/sneak peaks of future content, or are they meant to actually work (maybe they worked in earlier versions)?
Thanks for all the work, regardless!
I have just updated v37b to include the missing tags for world gen reproduction for Hags, Greater Blendecs, and Illithid. It should give them better chances. Illithid will probably end up laying eggs in the next update or two.
About the partial entity tags. It was intended to give them addition features, but not to make them appear as civs during world gen. Also, in old versions it was necessary for all adventure classes to have entity raws.
Don't hesitate to report anything else you may come across that looks amiss.
hi everyone, possibly stupid question here - are there any complications that would prevent me from using the ironhand tileset from the 43.05 pack for the 44.05 ascii version? or can i just copypaste and edit the init as appropriate?
e: or rather, can i get away with pasting the raws folder into a fresh 0.44.05 lnp?
I have just updated v37b to include the missing tags for world gen reproduction for Hags, Greater Blendecs, and Illithid. It should give them better chances. Illithid will probably end up laying eggs in the next update or two.
About the partial entity tags. It was intended to give them addition features, but not to make them appear as civs during world gen. Also, in old versions it was necessary for all adventure classes to have entity raws.
Don't hesitate to report anything else you may come across that looks amiss.
Ah, great! I'll look into v37b immediately; my bad for not upgrading to it earlier. Also, thanks a lot for your patience and willingness to explain. :)
To @GM-X, your latest update crashes on world gen for me. It crashes instantly after it places civs and starts to actually generate history. Sorry D:
awesome, thanks a ton!
Hi Kongor, Ironhand Dark Ages is now available for download. I meant to post it days ago..
Hi!
I'm getting wrong tiles with the 37c Ironhand Dark Ages pack... Is it just me, is there something to do in order to make it work properly?
Hi!
I'm getting wrong tiles with the 37c Ironhand Dark Ages pack... Is it just me, is there something to do in order to make it work properly?
It should just work. I only took a quick look before uploading it and seemed okay. What tiles look wrong?
Hi!
I'm getting wrong tiles with the 37c Ironhand Dark Ages pack... Is it just me, is there something to do in order to make it work properly?
It should just work. I only took a quick look before uploading it and seemed okay. What tiles look wrong?
Several unmined rocks look wrong: sandstone looks like a grate, orthoclase and microcline look like boxes, obsidian and gneiss look off too.
Hi!
I'm getting wrong tiles with the 37c Ironhand Dark Ages pack... Is it just me, is there something to do in order to make it work properly?
It should just work. I only took a quick look before uploading it and seemed okay. What tiles look wrong?
Several unmined rocks look wrong: sandstone looks like a grate, orthoclase and microcline look like boxes, obsidian and gneiss look off too.
Okay. It's broken alright. I will have to upload a fix later this evening. Thank you for reporting this.
Thanks a lot for responding so fast! :)
Rammok the red dragon class has a glitch that causes that type of class to only transform into a dragon once even with the delay, and be allowed to turn a creature around him into a dragon. please fix this character class.
Are any of the vanilla files altered? I am just trying to figure out if this is compatible with any other small mods. Like "Revised" by Taffer that just tweaks small vanilla things.
no it wasn't because of the bite attack, it was the "transform into dragon" ability in the use power, create items, and other abilities list when you click "x"(as in you can't transform yourself into a dragon, but can choose another to transform into one.). i'm sorry for confusing you, also i rather have the weredragon curse back where you CAN spread it by biting (because it would make the class a lot more fun to play as, and also because i never knew that you can do that with that class.)the class, and i didn't want this to happen its just i didn't took the time to relax and type out specifically what was the problem, now since now i know that the red dragon class can spread the weredragon curse, and you removed it, i'm now angry at myself for confusing you, i didn't mean to say for you to get rid of the weredragon curse, i meant by the "transform into dragon" ability. this is one huge mistake. and i didn't want it to last longer, look its my fault, sometimes i just type super fast and just don't relax and type what was the real problem ok.QuoteThanks a lot for responding so fast! :)
Although sleep has called, Ironhand should be fixed for real now.Rammok the red dragon class has a glitch that causes that type of class to only transform into a dragon once even with the delay, and be allowed to turn a creature around him into a dragon. please fix this character class.
Hi WonderPsycho. I didn't see anything that would cause only one transformation. I did adjust the dragon form transformation to last longer than the cool down period. As far as transforming others into a dragon, it was intentional that bite attacks spread the Weredragon curse. But I agree that it's not a great fit for this calss, so I removed it.Are any of the vanilla files altered? I am just trying to figure out if this is compatible with any other small mods. Like "Revised" by Taffer that just tweaks small vanilla things.
Any mod that doesn't mess with biome populations should be fairly safe. Let me know how it goes.
Dark Ages III: War & Mythos [44.05] [v37d] [64-bit] has been released.
- Should fix Ironhand tileset
- Red Dragon Adventure Class no longer spreads the Weredragon curse by biting
- Minor tweaks to Red Dragon Adventure Class
no it wasn't because of the bite attack, it was the "transform into dragon" ability in the use power, create items, and other abilities list when you click "x"(as in you can't transform yourself into a dragon, but can choose another to transform into one.). i'm sorry for confusing you, also i rather have the weredragon curse back where you CAN spread it by biting (because it would make the class a lot more fun to play as, and also because i never knew that you can do that with that class.)the class, and i didn't want this to happen its just i didn't took the time to relax and type out specifically what was the problem, now since now i know that the red dragon class can spread the weredragon curse, and you removed it, i'm now angry at myself for confusing you, i didn't mean to say for you to get rid of the weredragon curse, i meant by the "transform into dragon" ability. this is one huge mistake. and i didn't want it to last longer, look its my fault, sometimes i just type super fast and just don't relax and type what was the real problem ok.
okay, again sorry about the confusion.Quoteno it wasn't because of the bite attack, it was the "transform into dragon" ability in the use power, create items, and other abilities list when you click "x"(as in you can't transform yourself into a dragon, but can choose another to transform into one.). i'm sorry for confusing you, also i rather have the weredragon curse back where you CAN spread it by biting (because it would make the class a lot more fun to play as, and also because i never knew that you can do that with that class.)the class, and i didn't want this to happen its just i didn't took the time to relax and type out specifically what was the problem, now since now i know that the red dragon class can spread the weredragon curse, and you removed it, i'm now angry at myself for confusing you, i didn't mean to say for you to get rid of the weredragon curse, i meant by the "transform into dragon" ability. this is one huge mistake. and i didn't want it to last longer, look its my fault, sometimes i just type super fast and just don't relax and type what was the real problem ok.
Do not think twice about it. I thought you may have meant that but I didn't see the targeting issue when I looked at the raws. I will take a closer look again tonight. I plan to add the Weredragon curse back as a power the class can invoke at will, instead of automatically with every single bite attack.
Any mod that doesn't mess with biome populations should be fairly safe. Let me know how it goes.
Any mod that doesn't mess with biome populations should be fairly safe. Let me know how it goes.
Just trying to figure out which files it touched that you also edited. Revision edits almost all of the creature and plant files at least a little bit (often just descriptions!) and many others. edit: on further investigation, i think its actually latest dfhack causing problems. nevermind.
Im moving to Madagascar at the end of February (truly, as in the african country), and DF/mods is one of the only games ill be able to play. So take joy in that someone in madagascar is going to be playing lol. This mod has tons of content for me to play through in my hut with no internet and limited electricity off a car battery!
hi! i'm trying you modpack and a question hit me.
I've always read about those "legendary dwarves" civilization, but i never understood what differences they had against "normal" dwarves.
If I understand correctly, those "different civilization" (elven rangers, human figters, and the dwarves) are from a mod, but I don't seems to be able to find the differencies with they normal counterparts.
Any tips on where to find those information would be greatly appreciated! Thank you
HI! just want to say from what I have seen this is an awesome mod but I can not seem to play it when I try to gen a world it rarely gets pasted placing civs and when it does (or when i lower the amount of civs) it trys to forward time and after between 9 and 40 years it crashes and in the error log it just says Impoverished Word Selector :[ please help
Hi! Small thing I noticed: the bookbinder and papermaker professions are MIA for the default dwarf entity file.
aquebus cartridges are not working as in they take the gunpowder and bullets but produce nothing.
aquebus cartridges are not working as in they take the gunpowder and bullets but produce nothing.
[REACTION:CARTRIDGE_FRT]
[NAME:load cartridge]
[BUILDING:GUNSHOP:CUSTOM_C]
[ADVENTURE_MODE_ENABLED]
[REAGENT:gunstones:20:AMMO:ITEM_AMMO_BULLET:NONE:NONE][PRODUCT_DIMENSION:30]
[REAGENT:gunpowder:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[PRODUCT:100:20:AMMO:ITEM_AMMO_CARTRIDGE:GET_MATERIAL_FROM_REAGENT:gunstones:NONE]
[PRODUCT_DIMENSION:30]
[SKILL:FORGE_WEAPON]
Having lots of fun with you mod. Thank you !
But i am having a problem with visitors destroying furniture, particularly Minotaurs, Human fighters and rogues, and Legendary dwarves.
I have tried to create a sculpture garden but these visitors habitually come and topple all the statues each time.
Haven't gotten the chance to play this mod yet, but it may be something with a stray Building Destroyer tag, having intelligent creatures that can actually roam friendly sites with that tag is just asking for trouble. I've seen it happen in another mod, peddlers and such just barging into the fort to wreck my trade depot because it was there and knocking chairs and tables over in the tavern because they weren't smart enough to realize they should be acting friendly. The tag's a bit buggy like that, it overrides everything.
Greater Minotaurs - of whom i've had a few visitors - compulsively assault my farm animals and also break down doors/trade depots. I've had to exterminate three of them so far.
They also don't enter the fortress but hang around outside the entrance instead
Clerics also seem to be quite broken. I had some attack me in an ambush and they were constantly raising dead as ancestor spirits then fighting with those spirits. About 3 ancestor spirits engaged with my militia (mostly talented axe-dwarves with steel weapons and Armour) and butchered them all easily.
I think I will have to remove the ability from them to raise ancestor spirits if i want to continue playing this save.
Is this compatible with Dwarf Fortress 0.44.07 or should I wait for the next mod update?
Thats beautiful and all, but the worldgen is broken :(
I'm trying wanderlust right now, don't know where to search for errors, So I have placed the errorlog
it simply say "Impoverished Word Selector"
using DAIII War and Mythos [44.09][v37][Wanderlust]
I was using the medium region in fact.
I successfully generated a world stopping the generation at year 380ish after a lot of tries, but at least, i now can play :D.
it seems to crash at random, so its something history related, i guess
It doesn't look like museums are not setup correctly in the most recent patch. I am unable to set them.
Hi! returned to say thanks for the explanation.
When I read about "custom regions" I wrongly assumed all the advanced custom generators were "modded" and stable, so the only rule was "do not use the vanilla, non customized, worlds".
I will use the "named" advanced generator from now on, thanks again! :)
I, yeah, when I did the fix, I noticed that any destroyed world gen temple that then gets a relic attempt from an hf adherent to that religion attempting to gift an artifact would cause the crash (so hopefully this explains other world gen crashes.) At that point I decided not to revert and investigate the details, since it would take some hours to run the gen several times.
I can't seem to generate a world with the advanced parameter presets, any of the medium ones anyway, it keeps retrying and get as far as "placing civilizations" and then restarts as its unable to place them all. Thanks.
I have a nooby question as well: I assume I can't just use a stock standard tileset right, it needs to be modded to work with your mod? I sorta am used to using spacefox that's all. What would happen if I use it?
Hi! Always me! :D Sorry to bother again
For... different reasons I now use Linux so i've lost everything. And I am a total noob in linux too.
Is there this modpack updated for this platform? I have searched and only find some older links.
edit: someone told me about wine. nevermind, it seems to work
Probably a noob question (forgive me if so) but is there any way to start as a dead civ? It doesn't make much difference practically but for immersion i'd love to start as the last remnants of a dwarf civilisation if possible. I'm pretty sure its a limit of vanilla dwarf fortress but the amount of times i've started a game with a civilisation that doesn't seem to have any sites on the mini-map only to find there is a random queen/fisherdwarf at another location.
I also edited some of the parameters of one of the advanced map options (I forget the name of it but it generates a 33x33 region, seems set up for DAIII) and notice then I always seem to end up as a 'legendary dwarf' civilisation, have I simply knocked the settings out a little by creating more evil areas? I am sure I used to generally be playing as non-legendary dwarves.
Just a quick note that I'm playing DAIII under Linux. I've only just started, so there may be hiccups, but my steps to run have been:
- Download and unpack Linux LNP 0.44.10-r01
- Download and unpack Wanderlust V3 44.10 release of DAIII.
- Delete the `df_linux/raw` and `df_linux/data` directories in the LinuxLNP.
- Copy the these directories across from DAIII.
- Start Dwarf Fortress (without DFHack) by cd'ing to the df_linux directory and running the `./df` shell-script.
- Create a world using advanced parameters with the ORAM-NALISH-MED-PREGEN-WORLD-Y195 settings.
- Enjoy!
The fire & ice pregen crashes for me, But Oram/Nalish is working great!
Many thanks again for what looks like a spectacular mod!
tis me again! iv been playing this mod as promised in madagascar. finally finished my training and swore in as a peace corps volunteer last week.
now moved into my home for the next 2 years. unfort i have no electricity until i can get back into a big city in the next month or two and buy a solar panel. i have to pay someone to charge my stuff right now which is cumbersome.
dude i use the greater rhinoman adventurer every time now. it satiafys my hoarding tendancies. i managed to get every secret slab in my whole world a while back and then placed them in a fort. it was glorious. i also had hundreds of books and most of the worlds artifacts. took me so long but was so satisfying. this mod and the new artifact system make for great fun. thank you again
im waiting to download any new df updates until the stress system is worked out a little better. data is at a premium for me.
popping in here to say that the interactions on some of the adventure mode stuff seem broken in a it only targets the adventurer and not others
it seems like the illithid spells are self targeted like you can't turn others into illithids so you end up just mind blasting your own character and transforming into a illithid again or an illithid like dragon who does have a working breathe attack. edit: oh this seems like a common issue with these cuttlefishfolk
Probably a noob question (forgive me if so) but is there any way to start as a dead civ? It doesn't make much difference practically but for immersion i'd love to start as the last remnants of a dwarf civilisation if possible. I'm pretty sure its a limit of vanilla dwarf fortress but the amount of times i've started a game with a civilisation that doesn't seem to have any sites on the mini-map only to find there is a random queen/fisherdwarf at another location.
I also edited some of the parameters of one of the advanced map options (I forget the name of it but it generates a 33x33 region, seems set up for DAIII) and notice then I always seem to end up as a 'legendary dwarf' civilisation, have I simply knocked the settings out a little by creating more evil areas? I am sure I used to generally be playing as non-legendary dwarves.
I can gladly do a writeup. In about a week or two, I am going to finally have a solar panel at my house that I can charge my laptop off of. Right now im limited to my phone and my laptop getting charged once a week. Which doesnt last too long. After that, I will probably contribute a lot. I have a lottttt of free time due to how things work here.
06/08/2018: ...I finally had a well-behaved, seemingly not buggy, peaceful hill dwarf settlement appear outside my fortress! It was very satisfying to see it colored in on the new world map overlay, as an indication that the game overall is entering an entirely new realm of story potential, as sparse as they'll be at first. Around 50 dwarves moved in to the new site, and they named it Reignseals. Their newly elected mayor was Lokum Bridgedrove, a historical dwarf that had ten years earlier fought a harrowing battle with a werewombat. My fortress was on a one-tile mountain in the middle of a swamp; my new neighbors sensibly founded their site eight tiles away in the nearby grassland.
-Toady One
GM-X,
Thank you for your hard work on this mod. I know you did this for others too, but thank you again for making this f'ing awesome mod for me. Your the man.
P.S. Are you the same GM-x that did dire woods for unreal world?
Yup, I really hope more peeps were interested in it. Give you some motivation to add in those monsters you talked about. I do enjoy a little bit of fantasy in my games.
Been having problems with installing and using the IronHand mod:
1. There's no install instructions... which is usually found in most 'readme' files. I tried moving the mod into the "MOD" folder for PeridexisErrant's Starter Pack 0.44.12-r02. When starting PyLNP and attempting to use the _Install MODS_ option... a message reports "merge conflicts" and won't merge the files.
2. I copied the contents manually myself and the game works, but during world creation it rarely survives beyond year 100 without crashing to the desktop. No errors in the MS Windows application or system logs plus no errors in the stdout.txt and stderr.txt files.
3. I also did a second download of the IronHand mod and the a second download of the PeridexisErrant's Starter Pack 0.44.12-r02 pack, yet same results. Also the file date for dwarf fortress.exe inside the IronHand mod is July9th and the same file inside PeridexisErrant's Starter 0.44.12-r02 pack is July16th.
Any advice?
Hi NTJedi, Ironhand and all the downloads of DA:III are standalone and include DF. You just need to unzip the download, and double-click on "Dwarf Fortress.exe". If you don't see it, your antivirus has likely removed it from your hard drive for having a "limited reputation."Interesting, but without PyLNP then there's lots of settings and utilities which I would not be able to use for the game. I can eventually reach 150 years during world generation and once I embark the game runs perfect... so whatever few conflicts exist during world generation can probably be solved or tweaked to prevent the crash.
Hi NTJedi, Ironhand and all the downloads of DA:III are standalone and include DF. You just need to unzip the download, and double-click on "Dwarf Fortress.exe". If you don't see it, your antivirus has likely removed it from your hard drive for having a "limited reputation."Interesting, but without PyLNP then there's lots of settings and utilities which I would not be able to use for the game. I can eventually reach 150 years during world generation and once I embark the game runs perfect... so whatever few conflicts exist during world generation can probably be solved or tweaked to prevent the crash.
A> Is there a reason why this mod was never made to be compatible with PyLNP??
B> Does anyone have the IronHand mod working safely with PyLNP??
Thanks in advance.
I have two questions:
1. Why does this mod need to come with its own .exe? What exactly does that enable it to do that it wouldn't otherwise?
and 2. Does the blood helmet rebellion work with the current version?
Does this mod have any weapons do extra damage against specific types of creatures? Such as sharp or pointed wooden weapons doing extreme damage against vampires to match a wooden stake thru the heart OR silver against were-type creatures to also match the legends in our history. If this doesn't exist would this be something which could be added?
** Also the DFHack called DwarfVet enabled always crashes the game after the doctor finishes diagnosing the animal. **
** Game crash seems to only happen if the hospital and animal training zone are also setup as a Pen/Pasture for animals... might be bug in DFHack.**
Thank you for the DFHack info. DA:III is not tested to perform with DFHack, so any insights you can share about potential crashes are very welcome.
Thank you for the DFHack info. DA:III is not tested to perform with DFHack, so any insights you can share about potential crashes are very welcome.
So far DFHack autodump and teleport have worked without any problem. I use the autodump because dwarves seem to ignore most of the requests on dumping dead animals into the dump zone I created. Even when ten dwarves are listed with no job... 5 out of 7 dead animal bodies will be ignored. I had to use the teleport because my dwarf was stuck in a tree and it was a tree without fruit, not sure how he got stuck. The dwarfvet command works as long as the combined hospital zone and animal zone do not also include a pen/pasture zone when you have wounded pets. Basically I only use DFHack when something logically should work yet does not work... such as healing animals, moving dead animals or a dwarf climbing down a tree.
When do enemy civilizations begin attacking? I started in an area which listed three enemy civilizations, but so far no siege attacks after four years.
My current fort has 75 dwarves with a population cap of 110 and strict population cap of 140. I started on year 210 and its now year 214. So far I've only had to fight wild animals, wendigos and were_creatures. No ambushes or sieges yet. The Serpentmen(Serpentnakashic) have twelve locations populations ranging 100 to 300 and all about one day travel reporting 'peace'. The Greater Minotaurs have seven locations with populations ranging 100 to 300 and all about two or three days travel reporting peace. The Kobolds have six locations with population ranging 100 to 1000 and all about two or three days travel reporting peace. There are many wizards and rogue civilizations near them as well so maybe they're just busy with them. There's other different enemy civilizations on the map within reach as well, but they didn't appear when choosing Embark. For example a dark goblin fortress with a population of 4000 and two days travel and instead of peace it's reporting "no contact".
Question, what is required to set up an arquebus squad? Moreover, how do you get them to reload?
Well what ammo do they use? Because they pick up the arquebus but refuse to pick up the ammo? I have both loaded cartridges and bullets.
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[AMMO:ITEM_AMMO_CARTRIDGE]
Is dfhack support coming ?
Can't live without Filter function in DF.
Also i can't seem to generate any world right now, every world that is generating crashes in few years.
I am using advanced world creation btw.
Hello, I'm having an issue where half the friendly visitors which arrive whether dwarf or humans begin destroying buildings. It happens as soon as they arrive into my fort. They are not having a tantrum since even after a year they only target random archery targets, memorial slabs or statues and not having an emotional breakdown since they always keep their clothes on. How can this be fixed?
Hello, I'm having an issue where half the friendly visitors which arrive whether dwarf or humans begin destroying buildings. It happens as soon as they arrive into my fort. They are not having a tantrum since even after a year they only target random archery targets, memorial slabs or statues and not having an emotional breakdown since they always keep their clothes on. How can this be fixed?
Since humans are also affected, it probably means that the trouble makers are "mischievous" due to some type of curse. You might try to track a few down in Legends Viewer for clues as to what happened to them. Any bio/historic info about the trouble makers might be helpful.
Hello, I'm having an issue where half the friendly visitors which arrive whether dwarf or humans begin destroying buildings. It happens as soon as they arrive into my fort. They are not having a tantrum since even after a year they only target random archery targets, memorial slabs or statues and not having an emotional breakdown since they always keep their clothes on. How can this be fixed?
Since humans are also affected, it probably means that the trouble makers are "mischievous" due to some type of curse. You might try to track a few down in Legends Viewer for clues as to what happened to them. Any bio/historic info about the trouble makers might be helpful.
I'm not finding any signs of a curse... would be very rare for a destroy building curse to have cursed several people from two different legendary dwarven civilizations and a human civilization.
Mischievous doesn't make a creature knock down buildings, and syndromes (including curses) can't grant BUILDINGDESTROYER, so I doubt a curse is doing it.
You know, I notice that your entities include things like paladins and legendary dwarves as possible entity creatures, and those have BUILDINGDESTROYER:1. Non-fort creatures with BUILDINGDESTROYER (even visitors) sometimes decide to go and destroy buildings. That is probably what is causing NTJedi's issues.
I'm having some difficulty with world-gen using DA3. It crashes pretty consistently when generating history for anything other than "Pocket War & Myth" and "Smaller Region 9999". No consistency with years - I've had crashes as early as 22 and as late as 230 on "War & Myth", and "Fire & Ice" hasn't progressed beyond 77. I'm not running any mods beyond DA3.
As per your suggestion, I'll give your mod a spin.
I really like your concept so I promise to give you my thoughts tomorrow.
So far, so good.
No actual strife just yet but I have a few questions regarding weapons; is there anywhere I can get a quick description for each and their associated skills? I don't know if I can give me swordorfs Scythes and are they 2-handed? What's the benefit of forgoing my short swords for say a Katana or Executioner's Sword? Are they just different flavors?
It's still too early, I think, to get to the other aspects of the mod but I'm sure I'll come back to ask.
Does it work with DFhack ?
How can i use it with starter pack ?
I'm not sure what the invasion triggers are for the extra nasties but you've set pop cap to 80 by default gonna change that and see if anything decides to come have a ball.
I don't think my input will be useful at all, my experience so far has been really vanilla. I can't seem to open the mod's wiki so I'm not sure what most things do. In regards to what I have experienced, I don't like the heal spam since it keeps the Combat Log symbol up and I have no way of knowing what is actual combat and what isn't aside from sifting through it. Also, ancestral spirits, anyway to make them disappear?
Thanks for the attention.
I didn't mean I wanted to remove them completely but if that's the only feasible way to get it done, so be it.
And about the Specters that come ever so often. Did I notice correctly? They bring the dead back to life? I'm not sure if it was the Ancestral Spirits dealing with the Specters themselves but they didn't seem to hang around too long which I'm thankful for because dealing with flying enemies is obnoxious.
Edit: the above raws replacement broke the save
Edit 2:
I didn't take good enough care of my Dwarves. Tantrums and Depression everywhere. The fortress is imploding so I'm just gonna call that one here.
Sorry about that, replacing the raws with originals should restore it: https://www.dropbox.com/s/4q8gmzzne6y24u8/aspirit_restore_fix.zip?dl=0
I just updated to v37h which only features changes we discussed. No version info. changed only the posting date. Thanks for the screenshots, you made a pretty epic fort already..
Sorry about that, replacing the raws with originals should restore it: https://www.dropbox.com/s/4q8gmzzne6y24u8/aspirit_restore_fix.zip?dl=0
I backed up the save before replacing them.I just updated to v37h which only features changes we discussed. No version info. changed only the posting date. Thanks for the screenshots, you made a pretty epic fort already..
I'll update files and try to make an even better fort by trying to take into account how sensitive dwarfs are now. Did you by chance also adjust the custom world gen options?
Most features of DFHack should work, but possibly not world gen. I will upload the long overdue [44.12] Start Pack this week.
[/spoiler]
Hey I was trying to mess around with adventure mode and warwolves. I've looked around the raws but cannot find anything on them or werewolves. I literally just want to change their ability to see in the dark a bit and make a cave version of them. But I can't seem to find them in the raws except for the curse. Are they under a different name or something in the raws or am I just not understanding the raws enough. I am extremely new to modding and had tried to mod in a creature from scratch and failed. Or used a human as a base. So I was going to start small and just edit an already made creature and war wolves happened to be the ones I was most interested in right now.
Just popping in to let you know that the Wiki seems to be down. If it's not one thing, it's another, isn't it! Thanks for all the work you put into this; will be trying it soon.
11/28/2018: Toady One: Worldgen corruption is underway. It seems pretty clear it'll fulfill its function in preparing a fertile ground for villainous network building, as the various petty actions are tracked and ongoing. Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail. (It needs more work to be a good-enough model for crime, but it works for now.)
For the record, the first corrupt person in Dwarf Fortress was Irne Locksnarl, a human from Postrushed. He was a miner, then a bard, but when the opportunity to become the chief chef of the entire kingdom opened up, he took it. After being tempted several times over the years, finally, after fifteen years in the job, Irne began scheming a bit extra out of the kitchen budget. One can imagine a few things a villain could do with that information. At least, that'll be our job next month, heh.
We've also moved profaning temples under this framework (up to this point it has been completely random), and we've also added business rivalries leading to sabotage, gambling problems, and related w.g. activity. That's almost all we need! Another look at religion, and we're ready to revisit villains.
There are no thriving dwarven societies, only two anywhere, and both are Legendary Dwarfs. Nearby are some Gnolls, some Human Fighters, and further out, some lizardmen. I chose to revive a group of Legendary Dwarfs. The fort is coming along, and we've so far had minor losses... one dwarf got eaten by a Great Wolf and another got trapped in a tunnel and died of starvation and dehydration before we could find him. The Queen, who crowned herself in the second year, and one of our smiths got ravaged by a wandering Batsquatch, but both managed to survive. We had to have the butcher temporarily take up the role of Chief Medical Dwarf, since both of those ravaged were our primary medical professionals... Luck? Fun? Same difference.
The fortress is progressing fairly well... We breached the caverns VERY early and found some lava within the first layer (or at least within the first opening if the layers are connected... not sure how to tell. :D ) We have not yet explored the caverns as a Forgotten Beast showed up fairly quickly. We've heard lots of screams from multiple different species from down there. We aren't opening up the caverns any time soon.
We had a Dwarven caravan with a liaison show up for the first time after a couple years in, though the caravan was immediately scared off by a pack of Great Warthogs. That was last year... it is now Summer. An Old One has appeared and is destroying the local wildlife population. We have sealed ourselves inside with our bridges raised. The Human Caravan is almost ready to leave, though... we're contemplating letting them leave, though we're uncertain of the potential consequences.
At best, they kill the thing, or maim it, and at worst... well, maybe we won't be seeing any more Human Fighters for a while. Not much time left to make our decision as they are making preparations to leave. We're, of course, also worried about the Old One gaining entrance in the process of letting the humans out. We think it'll be too busy tearing them to shreds to try, though. We will likely give it a try, then put the bridges back up. Maybe the Old One will get bored and find other living things to destroy. We are beginning to understand why there are so few people around.
-----------------------------------------------
The Humans made it out... We had to encourage them to leave by tearing down the depot around them, but they left, and without casualties, even! Now we settle in and hope the Old One decides to leave.
A new season arrived and, after multiple seasons of no migrants, a large flock of new migrants arrived. Many were slaughtered by the Old One and the bridges were lowered in the hopes of saving a few. 6 made it in and though orders were given to raise the bridges, the Old One gained entrance. It was a bloodbath. Our military rushed out to face it and fought bravely. Many citizens rushed in as well. The Old One would have been handled, however, either many were driven mad facing the thing, or we had enemies hidden among us. Abomination Summoners began raising the corpses of our fallen, including their severed limbs. We had never even heard of anything like it. We sealed the bridges, trapping the Old One and the summoners and undead within. There may be other survivors, but I have not left my chamber to find out. I will soon die of thirst, but I chronicle our story in the hopes that some one can learn from our mistakes... or hunt down and destroy the enemy, if you haven't done so already. Good bye and good luck.
Beautiful presentation! I found multiple examples of bad writing in there, but I think I can safely attribute them to being tired, lol. I think I may generate a new world for the next fort... I'd like to have a thriving civilization to start from and sieging enemies. Let's see what I can figure out!
I'm currently working with a laptop, so the power available to dedicate to DF is somewhat limited. :D
Hey there! Any news on a launch pack for lazy people that can't figure out how to get soundsense, therapist, dfhack and phoebus working without succumbing to the ever encroaching madness DF brings naturally?"You can copy and paste over the Dwarf Fortress game folder in the Start Pack with DA:III DF game folder for a quick and ugly way. Changing packs after doing so: will break the mod, so pick the pack you want first.".
I'd love to give this mod a good whirl. Very keen on having more enemies to contend with (just like with masterwork, though it's tilesets are sadly wrong atm).
Anyway, not trying to put pressure on. Just inquiring if there's anything in the works on that front? Some way to bundle it with Peridexxiserrant's LNP or some such?
Cheers!
Hey there! Any news on a launch pack for lazy people that can't figure out how to get soundsense, therapist, dfhack and phoebus working without succumbing to the ever encroaching madness DF brings naturally?"You can copy and paste over the Dwarf Fortress game folder in the Start Pack with DA:III DF game folder for a quick and ugly way. Changing packs after doing so: will break the mod, so pick the pack you want first.".
I'd love to give this mod a good whirl. Very keen on having more enemies to contend with (just like with masterwork, though it's tilesets are sadly wrong atm).
Anyway, not trying to put pressure on. Just inquiring if there's anything in the works on that front? Some way to bundle it with Peridexxiserrant's LNP or some such?
Cheers!
I had no idea that would work. That sounds incredibly easy! Thank you kindly I'll try that later ;)
Huh I didn't know you're working on a game! It says it's set in the third age... is that related to this here mod, dark ages III, or completely unrelated? I get some df vibes from it. Thanks for mentioning, looks like this game could be up my alley depending on the combat system ;)
And I'm looking forward to the starter pack, think I'll hold off those few days and just stick with my vanilla fort for a while longer! Thank you ;)
02/28/2019 Toady One: Nothing villainous to report on the dev log this week, as the bulk of my work time was spent preparing material for an upcoming Dwarf Fortress announcement. That'll happen in a few weeks! GDC is also coming up in the second half of March, so we'll be entering what will prove to be an unusual month, but we should still make some decent progress toward the villain release.
I can't seem to get past worldgen with this latest version. As soon as it gets a couple of years into generating the history it'll just crash. Tried with both pre-set advanced parameters and just standard medium/small worlds. I've tried with both the wanderlust download and again with the starterpack, same results.
Seem to be having tileset errors with the latest release. Reproducible by simply changing tileset to anything else and attempting to gen a world. Error is "Tileset not found" Not found: raw/graphics/bugs.png
Moving bugs.png from the tileset folder to the DF graphics folder fixes it.
Edit: Ironhand seems to be the only one working when I change tilesets without adding bugs.png to the folder
Thanks for the continued development of this mod!
Really interested in trying out this mod.
I was just wondering: Is there a specific reason you recommend a large world size? I normally play on medium worlds to reduce save bloat. What would I be missing out on by generating a medium world instead (by editing the war & mythos param set to medium size)?
Thanks for making this, it looks like a really good bundle of !!FUN!! :P
Really interested in trying out this mod.
I was just wondering: Is there a specific reason you recommend a large world size? I normally play on medium worlds to reduce save bloat. What would I be missing out on by generating a medium world instead (by editing the war & mythos param set to medium size)?
Thanks for making this, it looks like a really good bundle of !!FUN!! :P
Hi Curious Key, due to the large number of civilizations in DA:III large worlds tend to be more stable during world gen. Also, they will contain the most secrets. Having said that, feel free to use the advanced medium world parameters included with the mod.
Hello! first i wanna thank you for the mod! is freaking awesome!
but i have a problem, everytime I go on adventure mode and on specific character( onde of my retired adventurers to be more specific) DF crash right to the desktop, do you know any fix for that, or what could be causing that?
Also, there is any way that I can deactivate the magic that shot webs from all the classes on adventure mode? Because anytime that I get in the line of sight of any enchantres or any npc that has that magic, the npc starts to shots webs all over the place... and the npc is not even a enemy.
And i dont know if this is a bug or what, but not a single mage wants to travel with any of my adventurers :(
Thank you for your answer and sorry for the delay!
Indeed the DF hack on turned on every time i tried to go on adventure mode, than specific person, and clicked on one of my adventurers, and it just crash right to the desktop :(
First i played with a Gnoll, i imagined that mages dont like then, but my black bear man and my dwarf enchantress weren't able to get any mages to follow then either.
Thank you so much for your reply and patch!
Sorry if it seens that I'm only running into problems and for that reason giving you more work, but with this New patch I'm not been able to generate a world, it os always getting reject, even with a low savagery, a large, medium or Small world. When it doesnt get reject, It crashs to the desktop :( this ia happening with DF hack
turned on and off.
Please, you dont need to apologise! You're givin me entertainment in a mod that the way i look at it, it is a mod with a lot effort and love on it and a love it!
Thank you for all the replys! I don't know what is happening but even on the presets of advanced parameters for world generation, my world just keep getting rejected.
giving me the report that is having trouble placing enough civilizations
update: I donwloaded the patch again and now is working! thank you! s2
04/19/2019 Toady One: I've finished the final non-supernatural plots for villains to employ now. As stated last month just before all the excitement, these are corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets.) The most complicated plot here was snatching, as it involves the new hideouts and also the disposition of the hostage afterward. They can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong grudge and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). So, that's kind of bleak. One bright side is that personal prisoners have a chance to escape now (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls.
1. How can I learn magic as human (not wizard), is there any long term difference between those two races?
2. I've heard i learn magic by reading "slabs" - what are those? Where they could be found?
3. What start governs magic, anything affects spells? Is there any sort of mana?
4. Can I use other tiles than ironhand?
5. Can I build buildings in adventure mode that "do something" like workshops?
05/08/2019 Toady One: Necromancers are having fun. I've added a bit more information to the necromancer towers, allowing the zombies to build them up a bit to increase a site zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. Such regions become evil slowly, emanating outward visibly from the tower tile by tile. Necromancers can infiltrate site graves and catacombs to sneak out some zombies, before they are ready to attack (in the currently released version, they only raid old battlefields.) Necromancers captured during such risky infiltrations are generally executed.
Once the necromancer is feeling powerful enough, they attack the outlying villages of a market town and if the snowball gets big enough, the market town as well, all in the same invasion during a given year. So far, this has caused some minor pain, but hasn't ever turned into a world-ending cascade, as history is usually too messy for that (sudden dragon attacks, opportunistic goblin attacks, etc.) But I'm still planning on adding alliances, as the necromancers will only get better at seeing through their new ambitions as I do a few tweaks to make them more effective.
For instance, in order to handle some of the logistics of taking over the world, necromancers can now raise a new type of intelligent undead from historical graves and battlefields. These currently have silly names like hollow haunt and doomed zombie and so forth. They are under the control of the necromancer, but can retain much of their old identity. (There are bugs to wrangle - sometimes they take off and join performance troupes.) I'm also currently letting the necromancer use them as assets during villainous schemes, though I should grapple a bit with what that means in terms of, like, their intimidation rolls and how they get reported to the authorities.
Villains release. Steam isn't coming for a while
--edit
Sorry for pointless comment. I wrote a lot, edited it, checked some stuff, edited more and all that's was left was the above. Um, great mod, love it!
05/15/2019 Toady One In preparation for alliances, I searched for a world with a formidable necromancer. I didn't find one initially, as it took quite a bit of tweaking to get them to take off properly. During this process, I found a random intelligent undead, a gorlak night shade, that was taken captive during a human counterattack, enslaved, and made to milk cows for some years. The citizens eventually became bothered that the creature did not age, then suspicious, then hostile... I suppose that's fair, as the curse doesn't currently change their appearance from the one they had in life, but still, it was leading a zombie army. In any case, the night shade escaped their wrath, and returned to its tower, where it died (again) defending against another necromancer's attack.
Eventually, as I made changes, the necromancers started conquering larger swaths of land more often, as intended (pre-alliance.) The elves had to conquer an entire mountain range filled with zombies that used to be a dwarven civilization of thirty or so sites. Their first attack on a zombie fort failed, but most of the zombies were put down then, and the elves eventually cleared out the halls. In other cases, the initial counter-attack started trouble for the world. The dwarves took a necromancer tower that had attacked their hillocks, and they took the necromancer's forbidden death-god slab as a prize to one of their fortresses, where the local historians started reading it and corrupting themselves. I also gave necromancers and vampires the ability to use their secrets and their blood respectively to entice people to join their villainous schemes. Grateful and dutiful villains actually carry through and share their power when an asset proves themselves useful, but others never fulfill their promise.
At last, I found a great world for testing alliances. A necromancer took over an entire elf civilization, choosing their battles well enough that the elves never mounted an effective counter-attack (though there was a bit of luck involved there too, I'm sure), after which they were pretty much unstoppable. The whole time, the neighboring humans and dwarves stood by, because there are no alliances yet, but they could have easily stopped the undead...
05/29/2019 Toady One ...we'll be doing adventure mode investigations and adventurers-as-villains, as well as finishing some items we left for parties and realizing some maps and things from world generation...
Just found the mod, gotta say its really cool. Playing as a red dragon, bit confused though. Probably a dumb question but do Red Dragons have natural weaponry (fangs, claws) in humanoid form? Also, are they supposed to have vampiric thirst, because when I go to my status screen it shows hungry and thirst but never increases over time, and the red thirst does show up and I can drink blood from people. Tested this with a freshly made red dragon too and they also thirst for blood. Just a bit worried that they count as vampires and I cant increase my strength, agility or toughness.
Also, dont know if its mentioned but whenever I try to make a helve from a branch, I instead keep making random objects. First it was scroll rollers, but now its a nesting box and a bookcase? Not sure if its a bug from the mod or if the game itself is glitching out. Its so I can make a stone axe to fell trees and try out the rest of the crafting, is there a way to make an axe another way?
Edit: Saw someone else mentioned the helve issue, tried the fix and remade world, worked. All good, my bad.
07/10/2019 Toady One I finished up the basic features with pets and mounts. You can set the mount speed (which lets you see their gaits, like gallop, canter, trot, etc.), and party members will speed up to try to catch up with you. Of course, that doesn't mean anything if they don't use their own mounts, so they do that now. They will move to mount their own mountable pets after you do, and they will dismount when you dismount, if there isn't an ongoing combat or something like that drawing their immediate attention.
I also made sure that necromancer adventurers can ride undead mounts that they raise. This was flumoxed at first since the undead creatures don't have souls and so weren't taking the commands properly, but that's fixed now, though the nature of undead animation magic is still not pinned down (and won't be until much later.)...
im having problems with the textures not loading for any of the new races any idea on how to fix?
Hi Kavrick, what race are you playing in Adventure Mode?I was playing a greenmanim having problems with the textures not loading for any of the new races any idea on how to fix?
Hi Fireborn, what tileset are you using and can you give a few example of the races with no tiles?
I was playing a greenman
I mean it's a cool idea, but i stopped playing because i couldn't see my skills, which was a pretty big issue.QuoteI was playing a greenman
Okay, those should definitely be intelligent. Any other thoughts or suggestions about Greenman (or Adventure Mode) I can include in v38d?
I mean it's a cool idea, but i stopped playing because i couldn't see my skills, which was a pretty big issue.QuoteI was playing a greenman
Okay, those should definitely be intelligent. Any other thoughts or suggestions about Greenman (or Adventure Mode) I can include in v38d?
I stopped using the mod in general because i honestly think the "class" system is silly, when i see stuff like "human fighter child" it feels like trying to juryrig classes into the race system doesn't work very well and kinda ruins the immersion of the game, i dont even understand the purpose of putting classes into the game, it works fine, if not better without them with the skill system.
I mean it's a cool idea, but i stopped playing because i couldn't see my skills, which was a pretty big issue.QuoteI was playing a greenman
Okay, those should definitely be intelligent. Any other thoughts or suggestions about Greenman (or Adventure Mode) I can include in v38d?
I stopped using the mod in general because i honestly think the "class" system is silly, when i see stuff like "human fighter child" it feels like trying to juryrig classes into the race system doesn't work very well and kinda ruins the immersion of the game, i dont even understand the purpose of putting classes into the game, it works fine, if not better without them with the skill system.
Thank you for the feedback. Classes add special interactions and innate combat moves that go behind the DF skill system like Assassin Strike and Heroic Might. With all the powerful foes in DA:III, it gives players and enemies more situational options.
I get the intention but it really feels horseshoed into the game, kinda wish i could play the mod without it.
I mean i dont think it's a simple an issue as that, of course it's still subjective but i think ham fisting it into the racial system, you get entire villages made of one "class" which really doesn't make sense or feel right, if you want the option for players to be able to get innate powers and such, you should do it through a book system like with necromancy, where you read a book and then gain the ability to use those abilities, would be far more organic and make sense over just picking a race which is just a straight up better version of the original race.QuoteI get the intention but it really feels horseshoed into the game, kinda wish i could play the mod without it.
I could use more stylized/original names, or remove them, instead of generic classes like "Fighter." If you never saw a "fighter human child", do you feel it would instantly restore immersion for you?
I mean i dont think it's a simple an issue as that, of course it's still subjective but i think ham fisting it into the racial system, you get entire villages made of one "class" which really doesn't make sense or feel right, if you want the option for players to be able to get innate powers and such, you should do it through a book system like with necromancy, where you read a book and then gain the ability to use those abilities, would be far more organic and make sense over just picking a race which is just a straight up better version of the original race.QuoteI get the intention but it really feels horseshoed into the game, kinda wish i could play the mod without it.
I could use more stylized/original names, or remove them, instead of generic classes like "Fighter." If you never saw a "fighter human child", do you feel it would instantly restore immersion for you?
[ENTITY:PLAINS]
[INDIV_CONTROLLABLE]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:HUMAN]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_POUCH]
[TOOL:ITEM_TOOL_WHEELBARROW]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[OUTDOOR_GARDENS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:5]
[MAX_POP_NUMBER:3999]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
===========================================================================================================
[SCHOLAR:PHILOSOPHER]
[SCHOLAR:MATHEMATICIAN]
[SCHOLAR:HISTORIAN]
[SCHOLAR:ASTRONOMER]
[SCHOLAR:NATURALIST]
[SCHOLAR:CHEMIST]
[SCHOLAR:GEOGRAPHER]
[SCHOLAR:DOCTOR]
[SCHOLAR:ENGINEER]
===========================================================================================================
[PERMITTED_REACTION:MAKE_PARCHMENT]
[PERMITTED_REACTION:MAKE_SCROLL]
[PERMITTED_REACTION:MAKE_QUIRE]
[PERMITTED_REACTION:MAKE_SHEET_FROM_PLANT]
[PERMITTED_REACTION:MAKE_SLURRY_FROM_PLANT]
[PERMITTED_REACTION:PRESS_PLANT_PAPER]
[PERMITTED_REACTION:BIND_BOOK]
===========================================================================================================
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:GELDER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
===========================================================================================================
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:WALL]
[BUILDS_OUTDOOR_TOMBS]
[BUILDS_OUTDOOR_FORTIFICATIONS]
===========================================================================================================
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:5]
[VALUE:LOYALTY:15]
[VALUE:FAMILY:30]
[VALUE:FRIENDSHIP:30]
[VALUE:POWER:15]
[VALUE:TRUTH:0]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:15]
[VALUE:DECORUM:0]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:5]
[VALUE:STOICISM:30]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:15]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:15]
[VALUE:CRAFTSMANSHIP:15]
[VALUE:MARTIAL_PROWESS:30]
[VALUE:SKILL:15]
[VALUE:HARD_WORK:5]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERENCE:5]
[VALUE:LEISURE_TIME:5]
[VALUE:COMMERCE:15]
[VALUE:ROMANCE:5]
[VALUE:NATURE:0]
[VALUE:PEACE:0]
[WILL_ACCEPT_TRIBUTE]
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[BANDITRY:10]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GENERATE_KEYBOARD_INSTRUMENTS]
[GENERATE_STRINGED_INSTRUMENTS]
[GENERATE_WIND_INSTRUMENTS]
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]
I mean i dont think it's a simple an issue as that, of course it's still subjective but i think ham fisting it into the racial system, you get entire villages made of one "class" which really doesn't make sense or feel right, if you want the option for players to be able to get innate powers and such, you should do it through a book system like with necromancy, where you read a book and then gain the ability to use those abilities, would be far more organic and make sense over just picking a race which is just a straight up better version of the original race.QuoteI get the intention but it really feels horseshoed into the game, kinda wish i could play the mod without it.
I could use more stylized/original names, or remove them, instead of generic classes like "Fighter." If you never saw a "fighter human child", do you feel it would instantly restore immersion for you?
I have considered using the caste system to handle classes, which would make more sense but as I recall that made DF more unstable during world gen. I am considering a complete reboot of this mod, once the Steam version is released. Due to the many changes between then and now, there will be no choice.
The problem now with leaving it only to book learning, is that it doesn't spread enough in world generation. The result would be less than 1% of playable races would ever have access, and you could waste a lot of time chasing down a single skill/power at grave personal risk. Skills that most PC's would know by level three or so automatically in a tabletop RPG.
Having said that, I only recently added class civs back into the mod. I will strongly consider releasing a leaner version of the mod before the Steam release. Until then replace the human code block in the entity_default raw to avoid it (or delete the class/races you don't want to see under [ALL_MAIN_POPS_CONTROLLABLE]):Code: [Select][ENTITY:PLAINS]
[INDIV_CONTROLLABLE]
[ALL_MAIN_POPS_CONTROLLABLE]
[CREATURE:HUMAN]
[TRANSLATION:HUMAN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_WHIP]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_TURBAN:UNCOMMON]
[HELM:ITEM_HELM_MASK:RARE]
[HELM:ITEM_HELM_VEIL_HEAD:UNCOMMON]
[HELM:ITEM_HELM_VEIL_FACE:RARE]
[HELM:ITEM_HELM_SCARF_HEAD:UNCOMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_SKIRT_LONG:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
[TOY:ITEM_TOY_PUZZLEBOX]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[TOOL:ITEM_TOOL_POUCH]
[TOOL:ITEM_TOOL_WHEELBARROW]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:TEMPLE:NAME_BUILDING_TEMPLE]
[SELECT_SYMBOL:LIBRARY:NAME_BUILDING_LIBRARY]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
[RIVER_PRODUCTS]
[OCEAN_PRODUCTS]
[METAL_PREF]
[GEM_PREF]
[STONE_PREF]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[OUTDOOR_GARDENS]
[USE_ANIMAL_PRODUCTS]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[SPHERE_ALIGNMENT:WAR:512]
[ART_FACET_MODIFIER:FANCIFUL:640]
[ART_FACET_MODIFIER:OWN_RACE:512]
[FRIENDLY_COLOR:7:0:1]
[UNDEAD_CANDIDATE]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
[START_BIOME:ANY_GRASSLAND]
[START_BIOME:ANY_SAVANNA]
[START_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_WETLAND:1]
[BIOME_SUPPORT:ANY_DESERT:1]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:ANY_OCEAN:12]
[BIOME_SUPPORT:ANY_LAKE:3]
[BIOME_SUPPORT:ANY_GRASSLAND:3]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:4]
[MERCHANT_NOBILITY]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[PROGRESS_TRIGGER_TRADE:1]
[PROGRESS_TRIGGER_POP_SIEGE:3]
[PROGRESS_TRIGGER_PROD_SIEGE:0]
[PROGRESS_TRIGGER_TRADE_SIEGE:0]
[ACTIVE_SEASON:SUMMER]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:5]
[MAX_POP_NUMBER:3999]
[MAX_SITE_POP_NUMBER:120]
[RELIGION:PANTHEON]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[MERCENARY]
===========================================================================================================
[SCHOLAR:PHILOSOPHER]
[SCHOLAR:MATHEMATICIAN]
[SCHOLAR:HISTORIAN]
[SCHOLAR:ASTRONOMER]
[SCHOLAR:NATURALIST]
[SCHOLAR:CHEMIST]
[SCHOLAR:GEOGRAPHER]
[SCHOLAR:DOCTOR]
[SCHOLAR:ENGINEER]
===========================================================================================================
[PERMITTED_REACTION:MAKE_PARCHMENT]
[PERMITTED_REACTION:MAKE_SCROLL]
[PERMITTED_REACTION:MAKE_QUIRE]
[PERMITTED_REACTION:MAKE_SHEET_FROM_PLANT]
[PERMITTED_REACTION:MAKE_SLURRY_FROM_PLANT]
[PERMITTED_REACTION:PRESS_PLANT_PAPER]
[PERMITTED_REACTION:BIND_BOOK]
===========================================================================================================
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:GELDER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:PRESS_OIL_FRUIT]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
[PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[PERMITTED_REACTION:BILLON_MAKING]
[PERMITTED_REACTION:BILLON_MAKING2]
[PERMITTED_REACTION:PEWTER_FINE_MAKING]
[PERMITTED_REACTION:PEWTER_FINE_MAKING2]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
[PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
[PERMITTED_REACTION:PEWTER_LAY_MAKING]
[PERMITTED_REACTION:BLACK_BRONZE_MAKING]
[PERMITTED_REACTION:STERLING_SILVER_MAKING]
[PERMITTED_REACTION:ROSE_GOLD_MAKING]
===========================================================================================================
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:BRIDGE]
[WORLD_CONSTRUCTION:ROAD]
[WORLD_CONSTRUCTION:WALL]
[BUILDS_OUTDOOR_TOMBS]
[BUILDS_OUTDOOR_FORTIFICATIONS]
===========================================================================================================
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_NO_REPERCUSSIONS]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:APPALLING]
[ETHIC:TORTURE_ANIMALS:SHUN]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PUNISH_SERIOUS]
[ETHIC:TRESPASSING:PUNISH_SERIOUS]
[ETHIC:THEFT:PUNISH_SERIOUS]
[ETHIC:ASSAULT:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
[ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VALUE:LAW:5]
[VALUE:LOYALTY:15]
[VALUE:FAMILY:30]
[VALUE:FRIENDSHIP:30]
[VALUE:POWER:15]
[VALUE:TRUTH:0]
[VALUE:CUNNING:0]
[VALUE:ELOQUENCE:0]
[VALUE:FAIRNESS:15]
[VALUE:DECORUM:0]
[VALUE:TRADITION:0]
[VALUE:ARTWORK:0]
[VALUE:COOPERATION:0]
[VALUE:INDEPENDENCE:5]
[VALUE:STOICISM:30]
[VALUE:INTROSPECTION:0]
[VALUE:SELF_CONTROL:15]
[VALUE:TRANQUILITY:0]
[VALUE:HARMONY:0]
[VALUE:MERRIMENT:15]
[VALUE:CRAFTSMANSHIP:15]
[VALUE:MARTIAL_PROWESS:30]
[VALUE:SKILL:15]
[VALUE:HARD_WORK:5]
[VALUE:SACRIFICE:0]
[VALUE:COMPETITION:0]
[VALUE:PERSEVERENCE:5]
[VALUE:LEISURE_TIME:5]
[VALUE:COMMERCE:15]
[VALUE:ROMANCE:5]
[VALUE:NATURE:0]
[VALUE:PEACE:0]
[WILL_ACCEPT_TRIBUTE]
[VARIABLE_POSITIONS:ALL]
[SITE_VARIABLE_POSITIONS:ALL]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
[BANDITRY:10]
[STONE_SHAPE:OVAL_CABOCHON]
[STONE_SHAPE:ROUND_CABOCHON]
[STONE_SHAPE:CUSHION_CABOCHON]
[STONE_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:OVAL_CABOCHON]
[GEM_SHAPE:ROUND_CABOCHON]
[GEM_SHAPE:CUSHION_CABOCHON]
[GEM_SHAPE:RECTANGULAR_CABOCHON]
[GEM_SHAPE:POINT_CUT_GEM]
[GEM_SHAPE:TABLE_CUT_GEM]
[GEM_SHAPE:SINGLE_CUT_GEM]
[GEM_SHAPE:ROSE_CUT_GEM]
[GEM_SHAPE:BRIOLETTE_CUT_GEM]
[GENERATE_KEYBOARD_INSTRUMENTS]
[GENERATE_STRINGED_INSTRUMENTS]
[GENERATE_WIND_INSTRUMENTS]
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]
Isn't that better if it's rare? it makes getting it a bigger deal rather than just being handed out at character creation. and even if you look at your population chart on the main page, should there really be more legendary dwarves than standard dwarves? seems kinda backwards.
i was using the Phoebus tileset and it does this with every race added by the mod. when playing one of the races in adventure mode it replaces the model with a human
lizardmen but that was only when i was playing them in adventure mode otherwise it just shows a letter. I have tried re downloading and moving my saves but it doesn't seem to work
07/25/2019 Toady One I began work on the in-play maps of new locations, the last major bit to do before all the villainy comes to play. The new evil regions were first, making sure the ones that spread out from necromantic activity properly killed plants and so forth. Working on this led to a number of changes. Evil that spread now fades away over many years if there's no new activity in the region. The primordial evil areas don't fade. Certain demons can now spread evil from their towers (or disaster forts), and the properties of the evil areas are related to the spheres of the demon. That is, a blight demon might kill vegetation, while a deformity demon can spread evil creature populations and wormy eyeball grass and so forth. This was a natural segue into restricting bogeymen to certain primordial evil regions and to nightmare demons, which puts an end to that little years-long experiment in annoying people. To compensate, bogeymen have been given some new powers, but they are way more rare overall.
08/21/2019 Toady One We started by writing up the adventure log 'intrigue' tab where most evidence will be stored. This is divided into actors, organizations and plots. The organization view comes complete with graph visualizations showing names and roles and associations, like those string conspiracy boards, and you'll be able to watch your view of a given organization fill in over time as you collect information, interview witnesses, and interrogate suspects.
The new info screen has highlighted several defects in the plots and villainous behavior. We'll have to do some additional work to get more organizations merged or at least linked (there are too many isolated failed organizations with one person bossing one other person around for decades), and to make sure that more of the lower level members have their fingers in some evidence-creating cookie jar. Currently, too many of the low-level people try one gig and otherwise sit quiet for years. Our planned solution is to use the existing criminal organizations and bandit gangs; we put that off previously, but it'll have to be done now in some abridged fashion that addresses these issues. At the same time, it was really cool to see a 25 member gang all laid out, from the leader hidden in an abandoned monastery, to their lieutenant goblin childhood friend that actually did all the organizing, to the low-level members, to various thieves and snatchers they'd hired for jobs down at the leaves, along with one embezzler and a highly-placed asset connected to the tree through their handler.
1. Are there any attributes that affect spell casting?
2. Are hexes permanent when you cast one on someone?
3. As a shadowmancer, how do you switch back from shadowman form?
4. Where can you learn new spells?
Hello, I've been really interested in trying out Dark Ages III: War & Mythos for Adventure Mode—pretty much the only mode I play in Dwarf Fortress, and I've been curious about two things:
- Does Dark Ages III: War & Mythos feature Spellcrafts (http://www.bay12forums.com/smf/index.php?topic=149426.0)? I downloaded and merged Spellscrafts' files where we're instructed to place them, and I noticed that there were two duplicate entries for 'Wizard' where I could create my Adventurer.
- Do I have to use one of the '_DA' graphic tilesets to see any new entities added by Dark Ages III, or am I able to install and use any other graphic tilesets with Dark Ages III: War & Mythos such as Vettlingr's?
I wanted to add that I would greatly be in favor of a wiki, since I noticed that you mentioned being willing to open and fill out one whenever you have time if there was more people in favor of it, because I usually have to return to this thread to seek out information about something in Dark Ages III: War & Mythos that I do not know about to no avail the majority of the time. I found the link to what I think is your wiki (http://www.adventrpg.com/WarandMythosWiki/Main_Page) within this thread, but it does not seem to be functional anymore.
If you discontinued support for the wiki, I really would appreciate its return since there are people like myself who are clueless about the contents of this mod that could use some guidance that the official wiki nor this mod's website does not provide. (I enjoyed reading the races' lore from the the mod's website by the way.)
(E: Added the above text below the list.)
!!!!!!!!!!!!!!!!
Just saw that this is now up for 44.12! I'm totally going to be playing this mod (love it, been following it for ages) ASAP. Expect me to live-stream it, and probably run my fort into the ground again :D
Hi Fi, I'm very sorry for the delayed reply. Life has recently thrown a strong curve ball my way.
1] If you mod DA:III you will get unexpected results including unstable world gen. You can change the name of any wizards in that mod as the low hanging fruit, but I cannot support mixing mods.
2] Thank you for mentioning Vettlingr. This is the first I've heard of it. I'm willing to release a Vettlingr_DA tileset that works as smoothly as possible for v39. if Vettlingr gives permission to do so.
Sadly, the wiki mysteriously vanished. I was fleshing it out randomly in my spare time and never backing it up. Then, my web server was changed and hope of recovering it was lost.
The dream? I had planned to release a full blown Dark Ages guidebook with as much detail and lore as possible. With DF moving to Steam and the release of DA:IV on Steam, it makes sense to wait until all the giant additions are running smoothly. -Especially the necromancer changes.
[BODY:DRAGON]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][GRASP][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][GRASP][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BODY:DRAGON:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[REACTION:REFITTING_ADV]
[NAME:+-- Refitting --+]
[ADVENTURE_MODE_ENABLED]
[SKILL:KNAPPING]
[REACTION:REFIT_HELM_ADV]
[NAME:refit headwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:HELM:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_GLOVES_ADV]
[NAME:refit gloves]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:second item:1:GLOVES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_ARMOR_ADV]
[NAME:refit bodywear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:ARMOR:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_PANTS_ADV]
[NAME:refit legwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:item:1:PANTS:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:item:NONE]
[SKILL:ARMOR]
[REACTION:REFIT_SHOES_ADV]
[NAME:refit footwear]
[ADVENTURE_MODE_ENABLED]
[REAGENT:first item:1:SHOES:NONE:NONE:NONE]
[REAGENT:second item:1:SHOES:NONE:NONE:NONE]
[REAGENT:leather:1:SKIN_TANNED:NONE:NONE:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:first item:NONE]
[PRODUCT:100:1:GET_ITEM_DATA_FROM_REAGENT:second item:NONE]
[SKILL:ARMOR]
Hi Fi, I'm very sorry for the delayed reply. Life has recently thrown a strong curve ball my way.
1] If you mod DA:III you will get unexpected results including unstable world gen. You can change the name of any wizards in that mod as the low hanging fruit, but I cannot support mixing mods.
2] Thank you for mentioning Vettlingr. This is the first I've heard of it. I'm willing to release a Vettlingr_DA tileset that works as smoothly as possible for v39. if Vettlingr gives permission to do so.
Sadly, the wiki mysteriously vanished. I was fleshing it out randomly in my spare time and never backing it up. Then, my web server was changed and hope of recovering it was lost.
The dream? I had planned to release a full blown Dark Ages guidebook with as much detail and lore as possible. With DF moving to Steam and the release of DA:IV on Steam, it makes sense to wait until all the giant additions are running smoothly. -Especially the necromancer changes.
No problem at all, and thank you for sparing your time to get back to me! I understand that everyone has a life looming over their shoulders for the better or worse, so please do take your time with your responses and any projects you are working on to keep unneeded stress out of your head. ❦That is highly unfortunate and reminds me of the many times my phone died, power surges happened, or my computer and the programs themselves crashed before I could finish typing important documents or messages, so I hope the loss of your time and work did not cause you too much stress.
- I figured that would be the case, and I reinstalled Dark Ages III: War & Mythos before I generated a world. There seems to be enough interesting magic and races in the game to not need Spellcrafts.
- His tileset is absolutely amazing—my absolute favorite tileset that makes me not even want to try my other favorite tilesets, and I am very delighted that you expressed interest in making it compatible with your vast mod. I do not know if you have already asked him for his permission, but I asked him for you as soon as I glanced over that sentence.
Hm, it is a good idea to put Dark Ages' guidebook on hold to wait until the release of Dwarf Fortress on Steam since so much content featured in the latest 'Future of the Fortress' is coming during and after that release, which may affect Dark Ages in many ways, so I will try to handle as much of the unknown as I can until Dwarf Fortress releases on Steam with the release of Dark Ages: IV following behind it. (Is Dark Ages: IV a major update to Dark Ages: III?)
The reason why I asked is because I managed to get myself stuck in a Shrine of Holes which literally has a large hole at the bottom filled with water—bless what seems like the dragons ability to innately swim in water with a depth of seven—after utilizing a curse I received to turn into a Vampiric Dragon to defend myself and my companions, and I learned through this experience that dragons in Dwarf Fortress are flightless creatures due to being either Drakes, Lung Dragons, or Lindwurms with wings incapable of flight due to adaptation (the mentioning of the wings is about the Cave Dragon) and that dragons are unable to climb. I can understand the dragons being flightless since subspecies of dragons exist in fiction, but it made little sense to me that dragons could not climb when that is something that they do all the time in other works of fiction.
Since they cannot devour sentient beings as Adventurers, cannot butcher corpses, and cannot open doors even though '[BUILDINGDESTROYER:#]' could have been a silly way to circumvent that inability if it worked for the Adventurer, would bestowing the unique dragons from Dark Ages with the '[INTELLIGENT]' token with the '[EQUIPS]' and '[CANOPENDOORS]' tokens cause balance issues? I decided to give the dragons with the former token those two latter tokens since it makes sense for a smart and wise dragon to know how to open a door with their claws which... might be somewhat cute to see in action now that I have imagined it.
Oh, and I did want to allow dragons to grasp with their mouths and tails as well, but I had no idea how to do so since it seems that the mouth and the tail have their own separate 'BODY' entry within 'body_default.txt' as '[BODY:MOUTH]' and '[BODY:TAIL]', and I did not want to unintentionally allow every creature with a mouth and tail to grasp anything and everything.
Lastly, about the reactions, I could not refit certain pieces of gear that I wanted to refit for my Elven Adventurer such as dresses, gloves, robes, and shoes, so I spent some time learning what I needed to know to tweak the existing reactions in order to create new reactions that would allow me to refit a large variety of gear for my Adventurers without the need of a fortress created in Fortress Mode. This is what I came up with below...
Toady One: 01/01/2020 So yes, we're planning for a release this month! Notably, we are pushing things up a bit so that I can get started on the graphical version and get the artists squared away, the artists who have been very patiently waiting for me for about a year now! Then we'll be working with them on an ongoing basis and get the Steam/itch release done. This leaves a few questions regarding the villain release: what about any serious issues that arise, and which features have been delayed in order to get the release up?
For bug-fixing and stabilization, we're going to do some initial work after the villain release happens - there are plenty of serious issues on the tracker, the villain release will doubtless have issues, and we can afford to do some of them now -- we'd like the new version to be playable and the Steam/itch version will need those bugs fixed anyway. However, we also need to get the graphical code rolling so the artists can work more easily, and this needs to happen soon. Therefore the plan is to spend some time with the worst bugs at first, and then, as the Steam work progresses, we'll do additional stabilization releases on the existing branch as well. It's hard to say what the frequency of these fixer-upper releases will be before starting in on the graphical work, but the goal is not to sit on anything nasty like the old weapon trap crash or the existing military equipment/raid crash for extended periods of time anymore. This also includes the stress issues that we've been collecting over at the stress thread, and other related issues like socialization problems - they need to be fixed for the Steam/itch release, and it would be nice to fix them sooner. But the Steam/itch work must begin.
Toady One: 01/13/2020 - Most notable bit that slipped in is skill demonstrations in craft guildhalls, which work just like the military ones, but impart one of the skills which falls under the umbrella of the guild to any attending member, and which also satisfies some needs. But mostly just fixing uninteresting problems (why is this temple 100x more valuable than it should be? where is my pet alpaca? why was this army created two hundred times in a year? etc.)
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)
Which utility is this?
Question: Would Zombies ate my dwarves be compatable with the latest version of the dark ages pack?Hi Dewy60, I'm not able to test mods not included with DA:IV. Generally, mixing minor mods is okay. More complicated stuff will lead to many world gen crashes.
Woo! I have been eagerly waiting quite awhile for an update to Dark Ages since it is a bit bland to play Dwarf Fortress without all of those foreboding mysteries and magic in the worlds we can create. ❦
Thank you for providing us with this wonderful content; however, I am puzzled about one thing... The previous version came with a Starter Pack for it, but this one—v47.04—did not come with the same files.
Are we supposed to use the previous Starter Pack that came with v44.12, or is this merely a beta version that is not yet ready for a Starter Pack with just Ironhand and Wanderlust being the only available options for now?
Quick question: are Legendary Dwarves unable to make paper and books? Those options are red in the Labor menu. Is there a way to change that?
Hi Fi, I typical don't release the Starter Pack until vanilla DF is very stable. Toady One has shifted focus to Steam / tile support now. [47.04] maybe a short lived build that isn't getting many bug fixes. If for some reason there is a long delay before the Steam release, then I will go ahead and add the newest Starter Pack.
Why are Dragon Men bloodsuckers? Thier venom also burns people alive and isn't inserted when they bite, only when they spit. Alongside this they can transform others into dragons. Sorry if it sounds negative, I'm just confused.
I can't wear crafting gauntlets,gloves well ... handwear as a Vampire Lord (although i can with starting equipments)
[BODY_SIZE:12:0:70000]
I can't wear crafting gauntlets,gloves well ... handwear as a Vampire Lord (although i can with starting equipments)
Hi Vnneetguy, I've updated the raws to make Vampire Lords human sized for [v39d], but haven't uploaded it yet. You should be able to replace the body size line for them in your save game raws: creature_vampire_lord.txtCode: [Select][BODY_SIZE:12:0:70000]
Why are Dragon Men bloodsuckers? Thier venom also burns people alive and isn't inserted when they bite, only when they spit. Alongside this they can transform others into dragons. Sorry if it sounds negative, I'm just confused.
Hi CrashyMcGee, Dragonmen are cursed beings. In dark ages they are suffering a form of dragon-lycanthropy. They did start as NPCs so there maybe some targeting weirdness in Adventure Mode.
If you have any suggestions for them, I would be happy to include them. What is your wish?
I can't wear crafting gauntlets,gloves well ... handwear as a Vampire Lord (although i can with starting equipments)
Hi Vnneetguy, I've updated the raws to make Vampire Lords human sized for [v39d], but haven't uploaded it yet. You should be able to replace the body size line for them in your save game raws: creature_vampire_lord.txtCode: [Select][BODY_SIZE:12:0:70000]
Thanks you for replying, I played Fortress Mode, it has some propblems.
1. Toy Factory, i don't even know how it work, i oder dwarf to craft some toy but it produces a lot more products than to be expected.
I don't even have rose gold but i still can craft like 40 50 rose gold toy firgure (somehow).
2. WoodShop:
-- Dwarf Bow doesn't work, i crafted it but there was no product when it was done.
-- i craft like 3500, 4000 ammo per oder and it cost you only one wood(i can buy almost everything in trading with just one wood)
3. New Outfit:
-- i can't make uniform with new material (stone,wood) armor because it not showing in outfit material screen.
Played as Legendary Dwarf.
Why are Dragon Men bloodsuckers? Thier venom also burns people alive and isn't inserted when they bite, only when they spit. Alongside this they can transform others into dragons. Sorry if it sounds negative, I'm just confused.
Hi CrashyMcGee, Dragonmen are cursed beings. In dark ages they are suffering a form of dragon-lycanthropy. They did start as NPCs so there maybe some targeting weirdness in Adventure Mode.
If you have any suggestions for them, I would be happy to include them. What is your wish?
I didn't know that Dragonmen could convert people to weredragons, sorry. I was confused by the venom as it seemed like it meant to be injected since it had the [ENTERS_BLOOD] and [SYN_INJECTED], both of which are used in injected venom/posion. Is the venom supposed to be molten hot though, I'm still confused about that. It seems to used to daze and blind opponents but usually ends up kiilng them due to the heat and melting of thier bodies. (Also, because of this, when I moded in the ability to inject it, it could kill nearly anything, including giants, in one bite)
Just started playing with your mod so I'm probably uninformed about a lot.
But I see that you put a lot of effort into a robust worldgen so I thought I'd share this image of civilization pop breakdown from my world.
https://puu.sh/FLqdM/24441a85a1.png
Legendary dwarves and dwarves always seem to be at least a 4th of the world's total population. In this example there are no more humans as their only site was demolished in the 4th year.
I was wondering if the age-based immortality of the dwarves would be the culprit here.
Ok... Is this normal?
My characters in Adventure Mode just kept flashing back and forth through all sorts of sprites. Foe example, for some reason, my character sprite just turned itself into a bag for some reason.
Also, for some reason, the game crashes while creating worlds that go beyond 200 years. I have a 64 bit windows 10 with 12 GB of RAM, and though the game didn't use up all of the RAM (using a small percentage of that in fact), the game crashes.
And then the title screen just glitches out...
I may need help.
Ok... Is this normal?
My characters in Adventure Mode just kept flashing back and forth through all sorts of sprites. Foe example, for some reason, my character sprite just turned itself into a bag for some reason.
Also, for some reason, the game crashes while creating worlds that go beyond 200 years. I have a 64 bit windows 10 with 12 GB of RAM, and though the game didn't use up all of the RAM (using a small percentage of that in fact), the game crashes.
And then the title screen just glitches out...
I may need help.
Hi it_master, no that is not normal and I have never seen the title screen glitch! To be clear, are you using the Iron Hand Dark version "as is" with no mods or DFHack?
Be sure that you are using the included Dark Ages Advanced World Parameters to generate worlds, or you will likely get many crashes. This mod is strung up tighter than a Christmas tree and if you tinker with any of the bulbs all the lights may go out. The included world parameters are well tested and stable to default end years.
As far as the tile shifting glitches, I only half remember the reason why that can happen - it is not normal.
Well, I'm using it in it's vanilla form, so there's no other mods or DFHack installed. And I ran it using the large version of the Dark Ages advanced world parameters. So I didn't bother to tinker anything due to the fact that I just wanna run and play.
Also, the glitch is not limited to the title screen. Sometimes it could happen while I was playing the game after 15-20 mins or longer, the results being that the text becomes like the title screen, with some of the text being blacked out to the point where I can't read them properly.
QuoteWell, I'm using it in it's vanilla form, so there's no other mods or DFHack installed. And I ran it using the large version of the Dark Ages advanced world parameters. So I didn't bother to tinker anything due to the fact that I just wanna run and play.
Also, the glitch is not limited to the title screen. Sometimes it could happen while I was playing the game after 15-20 mins or longer, the results being that the text becomes like the title screen, with some of the text being blacked out to the point where I can't read them properly.
Oh no. I'm sorry, I'm not aware of anything I modded that could produce that effect. You may want to switch to uncompressed saved files, although that has never been a problem before. Toady One has recommended it "as needed" and 47.04 is a pretty raw build.
1) Do you have another PC/drive you can try again on with a fresh download?
2) Is this happening in the Wanderlust version?
3) Can anyone else confirm or deny this happening in DA or vanilla DF?
I took a look under the hood for you and found nothing to explain it. I will take a deeper dive shortly, meanwhile here is a large world I just generated:
Large Beasts DA:IV [Ironhand Dark] [v39d] [Year: 316] https://www.dropbox.com/s/fc89743ukj5zvgn/region_316.zip?dl=0 (https://www.dropbox.com/s/fc89743ukj5zvgn/region_316.zip?dl=0)
I'm using the Ironhand Dark [47.04] version of this mod, and I'm experiencing the same text glitch problem. I find it annoying, but manageable because you can just zoom in/out and the problem will temporarily disappear. The problem seems to permanently disappear when I zoom out enough, but I hate doing that b/c I like to see a closeup of everything in adventure mode. It's probably a problem with tileset because the issue never showed up with any of the other tilesets I've tried so far.
QuoteWell, I'm using it in it's vanilla form, so there's no other mods or DFHack installed. And I ran it using the large version of the Dark Ages advanced world parameters. So I didn't bother to tinker anything due to the fact that I just wanna run and play.
Also, the glitch is not limited to the title screen. Sometimes it could happen while I was playing the game after 15-20 mins or longer, the results being that the text becomes like the title screen, with some of the text being blacked out to the point where I can't read them properly.
Oh no. I'm sorry, I'm not aware of anything I modded that could produce that effect. You may want to switch to uncompressed saved files, although that has never been a problem before. Toady One has recommended it "as needed" and 47.04 is a pretty raw build.
1) Do you have another PC/drive you can try again on with a fresh download?
2) Is this happening in the Wanderlust version?
3) Can anyone else confirm or deny this happening in DA or vanilla DF?
I took a look under the hood for you and found nothing to explain it. I will take a deeper dive shortly, meanwhile here is a large world I just generated:
Large Beasts DA:IV [Ironhand Dark] [v39d] [Year: 316] https://www.dropbox.com/s/fc89743ukj5zvgn/region_316.zip?dl=0 (https://www.dropbox.com/s/fc89743ukj5zvgn/region_316.zip?dl=0)
1. I have not tried it yet, I'll test that one out.
2.Yep, same thing happens. Game crashes after using the preset world generation. Though the font problem didn't appear. Must have appeared only in the Iron version.
I was going to try to add Taffer's Revised into Dark Ages for all the vanilla fixes, but I wanted to see if you thought there would be any glaring incompatibilities. I know I'll have to go through a file merge to preserve the changes from both mods, but figured I'd ask if you might be aware of any major issues I might run into.
Thanks for the mod. Dark Ages is one of my favorites.
Do you have a rough estimate of when a Dark Ages compatible version of Vettlingr's tileset will be made for your current or future Starter Pack? I am teeming with anticipation, lol.
Downloaded the latest version, but every time I try to start the game in pregenerated world or create new one with advanced paramenters, I get an error saying "Not found: raw/graphics/doren/crittermen.png", unless I use the Wanderlust_DA tileset.
What gives?
Hi Jesterdwarf, I am not getting the error using the default Phoebus or Spacefox. Can you tell me exactly what screen you see it? Starting Dwarf or Adventure mode?The error occurs every time the game (I assume) is trying to load the tileset, i.e. when I try to start any game mode or enter the advanced world generation. It crashes at 'Preparing text objects'.
Hi Jesterdwarf, I am not getting the error using the default Phoebus or Spacefox. Can you tell me exactly what screen you see it? Starting Dwarf or Adventure mode?The error occurs every time the game (I assume) is trying to load the tileset, i.e. when I try to start any game mode or enter the advanced world generation. It crashes at 'Preparing text objects'.
This problem is fixed by copying the crittermen.png from, for example, Spacefox folder and putting it into raw\graphics\doren in the other tileset's folder - which wouldn't be that surprising if not for the fact that every tileset save for Gemset already has this file.
As far as I can tell, problem only happens if (after unpacking the zip archive) you launch LNP, switch to Gemset, launch DF, try to load the world or enter worldgen and get the error message. Then you have 40% chance that the game will crash with this same error regardless of the installed tileset until you copypaste crittermen.png in your 'Dwarf Fortress 0.47.04\raw\graphics\doren' folder. I was able to replicate this error 4 times out of 10, hence the 40%. It doesn't happen at all if you don't touch Gemset, all other tilesets will work fine. Worldgen is still prone to crashing after 200 or so years, though, but such is the life in Dark Ages I suppose.
It's a little bit overwhelming (perhaps only if one hasn'f followed development) but there is a lot of stuff so it feels hard for a new player to make right choices.
I have noticed that legendary dwarfes can't build display furniture in carpenter's workshop.
After digging into the files I've noticed you've missed the [PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE] token.
I believe the same is true for pedestals but I've not done an extensive search for what is missing and what should (probably) be there.
I've also got some gameplay questions.
What is the toy factory good for? Has it any hard benefit or does it just produce trading items?
Also rock armour. Should I use it or is it better to stick with metal armour?
I think it would be nice if on the introduction post there was some info on the new content and how it works ingame so that new players aren's stumbling around in the dark.
It's a little bit overwhelming (perhaps only if one hasn'f followed development) but there is a lot of stuff so it feels hard for a new player to make right choices.
I've bounced off this mod several times for exactly that reason! I love lovecraft and the horror genre. Someday I'd love to play it, and some more info explaining changes would be really great.
Rmblr, you have not been playing?
I've uploaded [v39f] hot fix for Legendary Dwarves with a new download link.
QuoteRmblr, you have not been playing?
Hah, when I say "bounced off" I meant that I've only spent hundreds of hours playing DA compared to thousands of vanilla DF.
I really enjoy DA but I've struggled a bit exploring the new features, I tend to play it like vanilla. I remember the wiki from 5+ years ago, it was super cool. Would be nice to have something like that again. I'm the sort of player who has DF wiki open in one window the whole time I play and refer to it constantly, so not being able to do that with DA made it difficult. I'm not much of a raws reader.
That reminds me, I should share the script I use to convert your Windows DA package into one that works on Linux.
Did you do any tweaks to the default LNP + dfhack install? For example, does the dfhack.init have any DA specific changes? dfhack plugins/scripts? Any DA changes in init.txt?
Is the ascii wanderlust dropbox link in the first post updated to v39f?
Glad to hear! Would love to see the wiki, do you need any help setting it up or anything?
I'll post a Linux pack of DA!
Did you do any tweaks to the default Windows Pack besides the DA mod itself? For example, does the dfhack.init have any DA specific changes? dfhack plugins/scripts? Any DA changes in init.txt?
Here it is, a Dark Ages 4 v39f Linux build!
It is built with the data/ and /raw folders from the Dark Ages Wanderlust release for Windows and bundled with DF for Linux, LNP launcher, dfhack, Dwarf Therapist, Legends Browser. I used the brilliant lnp-forge tool from McArcady (http://www.bay12forums.com/smf/index.php?topic=157712.0) for building starter packs on Linux. Anyone that wants to build their own can use lnp-forge, just use my branch (https://github.com/Ramblurr/lnp-forge/tree/mod/dark-ages) with the DA additions for now.
Download here: https://github.com/Ramblurr/lnp-forge/releases/tag/DarkAges.4.47.04.v39f-r1
Been getting back into Dwarf Fortress, I saw that its highly advisable not to combine DAIV and Spellcraft, which is unfortunate but understandable. However. I also saw that this mod contains some elements of Spellcrafts. Does that include Adventurers being able to learn magic with things like slates, or are adventurers not able to learn magic?
Gotcha, thanks for the reply. Ill need to do some scavenging then.
1) I see that bookmaking is part of crafting an adventurer is capable of, does that include books that can teach magic?
2) Quick Addendum question, I started as a lizardman seeking to do some adventuring, turns out this lizardman town has Shadow citizens, who despite being citizens immediatly turn hostile on everybody. Is this intended?
3) One More, I saw on the wiki that Lizard Person venom is supposed to be able to make a creature fall unconscious, but Ive yet to see it work. Is it not implemented or does it require more than spitting on an enemy, like spitting on an enemy and having it land on a wounded body part?
[CE_DROWSINESS:SEV:75:PROB:75:RESISTABLE:SIZE_DILUTES:START:0:PEAK:240:END:960]
[CE_IMPAIR_FUNCTION:SEV:75:PROB:75:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:EYE:ALL:START:0:PEAK:240:END:960]
Gotcha, thanks for the reply. Ill need to do some scavenging then.
1) I see that bookmaking is part of crafting an adventurer is capable of, does that include books that can teach magic?
2) Quick Addendum question, I started as a lizardman seeking to do some adventuring, turns out this lizardman town has Shadow citizens, who despite being citizens immediatly turn hostile on everybody. Is this intended?
3) One More, I saw on the wiki that Lizard Person venom is supposed to be able to make a creature fall unconscious, but Ive yet to see it work. Is it not implemented or does it require more than spitting on an enemy, like spitting on an enemy and having it land on a wounded body part?
1) Nope. I recommend starting as a magical class, and try to find slabs and temples. The bad news is towers are not as diverse in the current DF version. Not sure how easy it is to find most of them.
2) For now, that is the nature of Shadows. They rarely mingle much with other races during world gen, but if they do - they will attack them on sight in adventure mode.
3) The spit causes a syndrome known as Lizard Flu. It only works on creatures that can be affected by poison and looking under the hood, it is diluted by size, under powered, and there was a problem preventing it from working for adventurers. I updated this for v39g and will upload it soon. Meanwhile, you can replace the lines in your save game raws for Lizard People in creature_standard_dark_ages.txt and test the fix now:Code: [Select][CE_DROWSINESS:SEV:75:PROB:75:RESISTABLE:SIZE_DILUTES:START:0:PEAK:240:END:960]
[CE_IMPAIR_FUNCTION:SEV:75:PROB:75:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:EYE:ALL:START:0:PEAK:240:END:960]
Unfortunately it did not seem to, made a new world and a new character, spat at a fat stork, I covered half its body in spit and it just flew away after a while.
[CE_DROWSINESS:SEV:100:PROB:90:RESISTABLE:SIZE_DILUTES:START:0:PEAK:0:END:960]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:90:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:EYE:ALL:START:0:PEAK:0:END:960]
Also, for some reason trying to craft a wooden helve from a branch makes random items like bookshelves? I can use them for crafting stone axes but the "stone axe" I get is also a random object that I cant use as an axe.
[ITEM_TOOL:ITEM_TOOL_HELVE]
[NAME:helve:helves]
[VALUE:10]
[HARD_MAT]
[TILE:'\']
[SIZE:250]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[UNIMPROVABLE]
[NO_DEFAULT_IMPROVEMENTS]
[ITEM_TOOL:ITEM_TOOL_STONE_AXE]
[NAME:axe:axes]
[VALUE:10]
[STONE_MAT]
[NO_DEFAULT_JOB]
[TILE:'/']
[SIZE:400]
[SKILL:AXE]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:800:400:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:800:400:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20:400:strike:strikes:helve:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
QuoteUnfortunately it did not seem to, made a new world and a new character, spat at a fat stork, I covered half its body in spit and it just flew away after a while.
Well I don't like to hear that. It may work best if it enters the blood but should work on contact. If that stork was super fat, it may have been somewhat resistant. I'm unclear how it would effect/penetrate feathers, but if you hit its eyes it could have been blinded. Try this one:Code: [Select][CE_DROWSINESS:SEV:100:PROB:90:RESISTABLE:SIZE_DILUTES:START:0:PEAK:0:END:960]
[CE_IMPAIR_FUNCTION:SEV:100:PROB:90:RESISTABLE:SIZE_DILUTES:BP:BY_CATEGORY:EYE:ALL:START:0:PEAK:0:END:960]QuoteAlso, for some reason trying to craft a wooden helve from a branch makes random items like bookshelves? I can use them for crafting stone axes but the "stone axe" I get is also a random object that I cant use as an axe.
Thank you for reporting this. An old version of item_tool.txt was included in the Starter Pack. I updated the download link with hot fix v39g as well as some description fixes I found working on the wiki. You can add the following block of code to the raw and it should fix any saved games:Code: [Select][ITEM_TOOL:ITEM_TOOL_HELVE]
[NAME:helve:helves]
[VALUE:10]
[HARD_MAT]
[TILE:'\']
[SIZE:250]
[NO_DEFAULT_JOB]
[INCOMPLETE_ITEM]
[UNIMPROVABLE]
[NO_DEFAULT_IMPROVEMENTS]
[ITEM_TOOL:ITEM_TOOL_STONE_AXE]
[NAME:axe:axes]
[VALUE:10]
[STONE_MAT]
[NO_DEFAULT_JOB]
[TILE:'/']
[SIZE:400]
[SKILL:AXE]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:800:400:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:800:400:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20:400:strike:strikes:helve:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
*** Error(s) finalizing the creature GREATER_MINOTAUR
Error Initializing Text: data/speech/lair_hunter_greater_minotaur.txt
*** Error(s) finalizing the creature CYCLOPS_BRUTE
Error Initializing Text: data/speech/lair_hunter_cyclops.txt
*** Error(s) finalizing the creature ANCIENT_VAMPIRE
Error Initializing Text: data/speech/lair_hunter_ancient_vampire.txt
I'm currently suffering from a crash during Fortress Mode on the exact same day. I checked the error log, and this is what is inside:Code: [Select]*** Error(s) finalizing the creature GREATER_MINOTAUR
Error Initializing Text: data/speech/lair_hunter_greater_minotaur.txt
*** Error(s) finalizing the creature CYCLOPS_BRUTE
Error Initializing Text: data/speech/lair_hunter_cyclops.txt
*** Error(s) finalizing the creature ANCIENT_VAMPIRE
Error Initializing Text: data/speech/lair_hunter_ancient_vampire.txt
Anyway to fix this? I copied the speech files from the ASCII version, since that has those files for some reason, but it still crashes. Are they two different versions?
*** Error(s) finalizing the entity LEGENDARY_DWARF
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity WIZARD
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity HOLY_WAR
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity MOUNTAIN
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_DISPLAY_CASE
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity FOREST
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
*** Error(s) finalizing the entity PLAINS
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
Unrecognized entity tool token: ITEM_TOOL_DIE
*** Error(s) finalizing the entity EVIL
Unrecognized entity tool token: ITEM_TOOL_PEDESTAL
Unrecognized entity tool token: ITEM_TOOL_ALTAR
NULL artifact removed on load x~2000
MOUNTAIN trying to generate musical form without speech or instruments
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector
LEGENDARY_DWARF trying to generate musical form without speech or instruments
1.) Approximately one year old.
2.) Just the standard; Great Foxes, Amphibious People, Goamt Cave Centi/Millipede, Giant Cave Crocodiles, Magma Crabs, Giant Bluejays, and so on.
3.) No monsters have attacked as of yet. My only visitors have been a few monster hunters and a human poet, bard, and a Paladin bard.
4.) Medium World, 333 years. I used the pre-seeded world offered in the advanced generation.
5.) A standard elven caravan.
I created a vast amount of wealth using gold, so I believe it may be a creature attempting to attack of some sort. Furthermore, I am using a RamDisk, but I have enough RAM/Space for it, so that shouldn't be an issue.
Edit: It even crashes if I retire the fort and attempt to reclaim it. Something happens on the 25th that the game simply does not like, it seems.
Edit2: Reinstalled the mod. Now, during pregenworld creation, it crashes at exactly year 55. This is the new errorlog:
Edit3: Pregenworld crashes at year 55 without fail. The other presets only crash most of the time.
Edit4: Medium DA World genned, loaded in, greeted with this error:
NULL artifact removed on load x~2000
Edit5: Alright, I believe that your mod reintroduced a certain bug that was patched a while ago:
Edit6: Turns out this is also able to occur for actual civs, as well
Is there stuff like metal armor crafting and such implemented in this mod? I'm not seeing it. If not, are there any mods that might play well with DA4 that add advanced adventure mode crafting?
If things are not smooth sailing after you download the start pack again, please let me know.Well, Dwarf Fortress kept crashing when genning a Pregenworld, so, on a whim, I decided to re-enable aquifers, which, to my surprise, allowed me to actually gen that world past year 55.
Hello again :D .
Just a few things I noticed:
- You can't make dwarven bows, reaction consumes a log and produces nothing;
- For some reason necromancer towers seem severely underpopulated even when using preset worldgen and by underpopulated I mean there's like 6 or so zombies plus necromancer;
- There's an ungodly amount of paladin bards, dwarven druid poets and legendary dwarf poets visiting every season;
- Orc visitors 95% of the time are naked. Orc poets carry books with them but nothing else (I guess orcish poetry requires a lot of muscle flexing or something), orcish warlords actually wear armor which is probably how they became warlords in the first place;
- Shadow visitors still visit despite being opposed to life, additionally they are kinda obsessed with biting or punching when they fight wild beasts but fight normally when pitted against civilized beings;
- No enemies show up despite there being several hostile (and reasonably strong) civs nearby, friendly civs show up normally and die horribly because I'm bored and there is no justice in this world. Megabeasts show up occasionally but they usually get eaten by local Shadow Representative or something like that anyway.
Poets: I picked an embark that is relatively close to both Paladin and Druidwarven civs, yes. Didn't expect there to be like 4 to 1 ratio of Paladin/Druid civilians to everyone else visiting.
Necromancers: Sometimes there is an occurence where necrosiege arrives (i.e. "The dead walk, hide while you still can!") but there's only 5 zombies which immediately leave the map and lift the siege. But I don't know if it's because of the mod or just general Dwarf Fortress things.
Shadows: Well they have Opposed to Life tag, which makes them forget everything and want to kill absolutely everyone the moment they step on the map. Shadow visitors have civilian jobs so it leads to some Shadow Poet arriving to (supposedly) have a good time in the tavern and instead they go on a rampage. Sometimes it's just Shadow Representative, which is I assume some kind of administrative or diplomatic position. So far I've seen them to 1v1 a cyclops on two occasions, although now that I think of it cyclops is probably a semimegabeast so I apologize for misinformation. In general, Shadows arrive, then either make a beeline to your tavern or hang around the edges of the map indefinitely until someone comes too close.
Last fort I played was located in the middle Orc, Dark Elves, Lizardmen and Warwolves' territory, all of them have sizable population with Lizardmen having almost 10k lizardmen doing lizardmen things in one of the towns. Shadows also were considered 'neighbours' on the embark screen despite being half a continent away. Fifth year in so far and no sieges save for two necromancer sieges I talked about earlier.
Other fort had similiar problems, with 20k Goblins and 12k Frog Fiends just twiddling their thumbs despite the newly created fort being like two days of marching away from their towns.
Also had a dark elf come to visit only to turn into two-headed jumping spider man and cause something that looked like loyalty cascade because dwarven druid caravan attacked the werespider, and then wizard caravan attacked the dwarven druids, and then everyone had a jolly good time attacking my dwarves.
I didn't dug deep enough to check on the demons, but other locals were fun enough. Great cave crocodiles and great frogs certainly caused a lot of death and misery, especially for the visiting monster hunters who ventured into the caverns and died immediately like it's Dark Souls.
After examining 26 worlds in total (yes I had a lot of free time last week :P), I have to say that Dark Ages... aren't really that dark. Evil races are always on the losing side.
Dark Gnomes, Aboleth, Greater Hags, Kobolds - usually wiped out entirely or reduced to 1 site with 10 or so members
Dark Elves, Orcs, Gnolls, Hags, Dark Elf Vampires - rarely wiped out fast but get bullied relentessly, lose constantly and generally are absolutely irrelevant
Frog Fiends, Warwolves, Lizardmen - sometimes they have big populations, but never use this advantage and rarely actually expand. Sometimes luck doesn't favor them and they get reduced to 2-3k population and stop being a presence in the world.
Goblins, Shadows - actually win wars and sometimes expand (Goblins moreso than Shadows). Shadows either spawn in some far off corner of the map and multiply relentlessly until there's like 4k Shadows in ever major settlement which isn't something anyone would want to tackle with, or spawn near other civs, get in wars, win or at least inflict severe losses and do fine anyway. Goblins rarely drop below 10+ population and usually become the most numerous race by far, reaching 80k pops at a time.
Meanwhile, good races:
Clerics, Wizards - the only good races to actually go extinct sometimes. Still do relatively well most of the time.
Paladins, Dwarved Druids - they sometimes do so well they have populations equal to humans (who usually are the most numerous race after goblins), and even if they don't they still don't get wiped out or crushed ever.
Humans - tend to have the largest population after goblins or legendary dwarves most of the time, never seem to do bad or be under any danger.
Dwarves - are relatively few in numbers, but never go fully extinct.
Legendary Dwarves - always kinda OP.
Elves - get into fights all the time, but replenish losses fast so they are always ok.
Thank you for the deep dive. I've examined hundreds of worlds across 6-years of releases. World gen conflicts are not accurate representations of how strong dark races really are. For example, none of the special attacks or physical resistance is taken into account during those battles or wars. No spells are used or breath attacks. Why fair races do so well in world gen seems primarily to do with reproduction which is touchy to tinker with in early releases of vanilla. The dark part is not only the civilizations (which in 40.X are very slow to go to war) but also the curses, mega-beasts, monsters, and wild animals.In retrospect I think my posts look far more accusatory than I intended, sorry. And it wasn't really a deep dive, to be honest.
There are other factors. Normally, I spend more time tweaking the ratio of races but since this version of DF is not being fixed/updated, doing so results in a lot of wasted time as it often breaks each update. Towers usually dominate the landscape with huge undead populations, that isn't happening in 47.04 for some reason, which is another reason things are less bleak. (Normally, I would not even update this mod without very robust towers appearing but for villains it was worth it.)
There is still a lot of danger to face, but yes this version of Dark Ages is less war-like than intended. I will try to address the situation in v40 if at all possible without sacrificing stability. Once DF is released to Steam and starts getting regular fixes across the board - a much more refined version along with a new tileset can happen.
In retrospect I think my posts look far more accusatory than I intended, sorry. And it wasn't really a deep dive, to be honest. The lack of sieges despite my fortresses having around 100 dwarves and millions in wealth and lots of exports was confusing so I thought it may have something to do with worldgen. Goblins probably do so damn well because they are immortal, while (I assume) custom races have finite lifespans. Anyway, it seems that sieges don't really work like you'd expect them to work in this version of DF.
On other hand, only three years into the latest fort and first proper necromancer siege arrived! It only consisted of, oh, 56 walking corpses, 5 lost butchers and a necromancer (who was promptly eaten by a giant crocodile). Three weeks of absolute carnage and we won, losing only 95% of the fort population which in my book is a clean victory. Anyway, the weirdest part was that this army had to walk for two weeks to get to me, while frog fiends, goblins and gnolls are in 2 or 3 day walking distance and yet they do nothing apart from some goblin thieves popping out now and then. Which leads me to believe that frequency and intensity of sieges depends on... No idea on what. They aren't at war with each other, they have decent population, they are close, my fort is close, well-populated and exports a metric ton of wealth every year. But no, it's 200 years old dwarven necromancer from the other side of mountain range who decided that enough is enough and came to kill us all (and was eaten by the crocodile).
Speaking of lost butchers, is it normal that I have a lot of lost butcher, fallen slayer and forlorn zombie visitors (inbetween all those paladin poets, who, by the way, also get eaten by giant crocodile)? They behave normally and don't seem any more murderous than any other visitor, but it looks like they are supposed to be tied to necromancers somehow. Or am I wrong?
Oh, and necromancers are visiting too. They are members of other civs and I had in fact a necromancer in my fortress. He was elected mayor, didn't do anything necromancy and was eaten by giant crocodile so I didn't have time to check if he could raise zombies.
I was going to try to add Taffer's Revised into Dark Ages for all the vanilla fixes, but I wanted to see if you thought there would be any glaring incompatibilities. I know I'll have to go through a file merge to preserve the changes from both mods, but figured I'd ask if you might be aware of any major issues I might run into.
Thanks for the mod. Dark Ages is one of my favorites.
Hi again Rahk, I am unfamiliar with that mod can you post a link to it? If it only cleans up vanilla raws it should theoretically work like a charm. If you do get it running smoothly, I'd like to know.
I was going to try to add Taffer's Revised into Dark Ages for all the vanilla fixes, but I wanted to see if you thought there would be any glaring incompatibilities. I know I'll have to go through a file merge to preserve the changes from both mods, but figured I'd ask if you might be aware of any major issues I might run into.
Thanks for the mod. Dark Ages is one of my favorites.
Hi again Rahk, I am unfamiliar with that mod can you post a link to it? If it only cleans up vanilla raws it should theoretically work like a charm. If you do get it running smoothly, I'd like to know.
Sorry I haven't been back to the forums in quite some time because of RL stuff. But here was the mod I was asking about. http://www.bay12forums.com/smf/index.php?topic=161832.0
I did merge it into Dark Ages, and it has run fairly smoothly for my latest play through, since you were interested.
Hey first of all i tried this mod for the first time this week and i love it ;D
But i do have a question,
Is there a way i can disable certain civilizations/races (for example legendary dwarves, paladins or shadows) in the worldgen or by removing them from the game completely? Because (as far as i understand the worldgen) the very high variety in factions causes alot of interesting races to go (nearly) extinct in most areas of the world map.
Greetings, I'm loving the mod so far and yet, one thing isn't clear to me. Could somebody tell me please, what do the Dark Elf Vampires' Hide in Shadows, Woodland Enchantment and Cast Sleep natural abilities do?
Also, is it normal that when I use the Transform into a wolf ability, it's said in the logs that I "have transformed into a nothing"? If not, how to fix that?
Is something wrong with Alchemy? Can't even enable it for any of the fortress dwarves - can't build workshop - can't create gunpowder. Gunpowder is pain to manage because there's seemingly no stockpile to place it in, and Gunsmith workshop doesn't see gunpowder bags that are simply laying around, so can't create cartriges.
Dwarves refuse to equip modded weapons even though they can forge them just fine and weapons show up on military screen.
I will have to disable Shadows when I gen the next world, they make fort mode extremely frustrating to play. Every time any Shadow character shows up on the map, Opposed to Life tag kicks in and they start killing everyone and because that's Shadows we're talking about, every time I have one or two dead civilians at the very least. And because Shadows breed like crazy and can have all the civilian jobs, that means every month or two one of them shows up. Shadow Dancer, Shadow Scholar, Shadow Beast Hunter... Best part is when they arrive as part of the performing troupe, so they kill everyone in the troupe and then start massacring random dwarves before I even realize there's yet another Shadow on the map.
Still seeing some random forlorn zombies and haunts visitors from time to time.
Dark Elf Vampire visitors raise corpses for no reason even though they are freindly to me and otherwise aren't bad. Zombies are hostile to me, though, which leads to dwarves killing the DEV visitor and zombies.
On other hand, sieges are working again. So far only necromancers, humans and goblins, but that's nice.
Hi Jesterdwarf, thank you for the play report. You reminded me that I need to tweak Shadows again... It's not a bad idea to embark far away from them, but they do need more love with all the fort visitors. As far as modded weapons, and the other items you mentioned. -I will need to take a closer look at that.So I double checked all custom weapons and it seems only executioner's sword has consistent problems, everything else was just the usual military uniform fiesta. If I had to guess it has to something to do with required size for the exec sword? Also kind of funny that you can use non-weapon grade metals for new stuff. Trifle pewter broad axes anyone?
Hi Jesterdwarf, thank you for the play report. You reminded me that I need to tweak Shadows again... It's not a bad idea to embark far away from them, but they do need more love with all the fort visitors. As far as modded weapons, and the other items you mentioned. -I will need to take a closer look at that.So I double checked all custom weapons and it seems only executioner's sword has consistent problems, everything else was just the usual military uniform fiesta. If I had to guess it has to something to do with required size for the exec sword? Also kind of funny that you can use non-weapon grade metals for new stuff. Trifle pewter broad axes anyone?
No idea what can be done with Shadows, though.
How hard or how broken it would be to play as wizard or human civilization in fortress mode?
Do I understand correctly as of now, only Legendary dwarves and dwarves are playable in fortress mode?
Can I change the list of playable races in the same way I would do for vanilla (and extra mod mechanics will still work)?
./df_47_04_linux/file changes.txt: [CIV_CONTROLLABLE] -> [SITE_CONTROLLABLE]
./df_47_04_linux/raw/objects/entity_default.txt: [SITE_CONTROLLABLE]
./LNP/Baselines/df_47_04/raw/objects/entity_default.txt: [SITE_CONTROLLABLE]
./LNP/Graphics/Meph/raw/objects/entity_good_elf.txt: !NO_FORT_MODE_ELF!SITE_CONTROLLABLE]
./LNP/Graphics/Meph/raw/objects/entity_savage_kobolds.txt: !NO_FORT_MODE_KOBOLD!SITE_CONTROLLABLE]
./LNP/Graphics/Meph/raw/objects/entity_good_human.txt: !NO_FORT_MODE_HUMAN!SITE_CONTROLLABLE]
./LNP/Graphics/Meph/raw/objects/entity_slaver_goblin.txt: !NO_FORT_MODE_GOBLIN!SITE_CONTROLLABLE]
./LNP/Graphics/Meph/raw/objects/entity_good_dwarf.txt: YES_FORT_MODE_DWARF[SITE_CONTROLLABLE]
Yes, I do. When I look into my Character menu, I see the body parts of a wolf instead those of a Dark Elf, or more specifically, a Dark Elf Vampire. However, I am labeled as 'a nothing' by the game, instead of 'a wolf', although technically, my character correctly changes into a wolf.Greetings, I'm loving the mod so far and yet, one thing isn't clear to me. Could somebody tell me please, what do the Dark Elf Vampires' Hide in Shadows, Woodland Enchantment and Cast Sleep natural abilities do?
Hi Kyuuketsuki, thank you. You raise a good point - I need to add Spells & Powers to the Wiki in a big way.
- Hide in Shadows: Invisibility.
- Woodland Enchantment: Should make most wild animals friendly.
- Sleep: Sleep attack spell which can be resisted - results may vary.
Also, is it normal that when I use the Transform into a wolf ability, it's said in the logs that I "have transformed into a nothing"? If not, how to fix that?
Do you transform into a wolf? I will need to take a closer look at that.
Yes, I do. When I look into my Character menu, I see the body parts of a wolf instead those of a Dark Elf, or more specifically, a Dark Elf Vampire. However, I am labeled as 'a nothing' by the game, instead of 'a wolf', although technically, my character correctly changes into a wolf.
The problem is the name, it names me as a 'nothing', as I've previously said.
Also, when I use Vampiric Speed, the logs say 'You you feel faster!' instead of 'You feel faster!', yes, with a double 'you'.
But yeah, past these particular two issues, your mod's complex but still excellent! Furthermore, I've barely even scratched the surface of the vast number of its features during my... Rather few playthroughs, so I'm excited to see what else it has to offer. Loving it so far, keep up the good work! Fix them and it'll be nearly - if not perfect, IMO.
There's one question I want to ask though. I've read that in vanilla DF, Vampires are considered undead, which means that they can't bleed out and damaging their head might as well be the only way to properly kill them. Why is that not valid for DEV's? I mean, I've bled out to death as a DEV.
I've got a suggestion, too. Three, in truth.
How do you feel about making it so that vampires and Dark Elf Vampires heal themselves when they feed, even if just a bit? Or have a passive regeneration boost that increases with satiation and decreases with thirst?
What about adding a cold-based move to vampires and DEVs, too? Or an interaction? Like, touch someone and freeze and/or chill and/or slow them?
And finally, what if DEV's get their physical stats doubled but preferably not 'frozen' (i.e. still able to rust and improve), contrary to usual vampires getting their physical stats doubled and frozen? Because, well, from what I understood, DEV's are vampires from scratch - lore-wise, perhaps from their very birth - and pureblood vampires should be generally more powerful than normal ones, am I wrong?
So, yea
seems that Wizards aren't playable after switching the [SITE_CONTROLLABLE]
- for some reason they can't take copper axes or pickaxes it seems that they can't use them at all
- all of the "wizards" are nobles, they are not eager to do any job
- Can't build walls
Tiles problem:
This may be very stupid question:
I've downloaded the released bundle using "DOWNLOAD [Linux]:" link, it's a mod, LNB and df all bundled togheter.
By default I have ASCII tileset (i guess wanderlust?) any time I change the tileset to something other (Meph Phoebus etc) through LNB, the game reverts to vanilla.
When I create new world there are no longer any Dark Age civs.
Should It be the case or I am messing something up and changing the tiles in the wrong way?
Just noting that I can't seem to generate a world in the newest revision and I'm ... not at all sure why. Running the world that comes with the pack works fine, but any sort of world generation (even using completely default templates) CTDs immediately after history generation (or maybe somewhere in it, I'm not 100% certain).
hey, not sure if this is the right place but can i ask how you achieved this? thanks
- Vanilla Kobolds civilizations modified to be expansionists. They almost always survive world gen with robust populations.
Do you transform into a wolf? I will need to take a closer look at that.It's because you have APPLY_CREATURE_VARIATION:ANIMAL_PERSON in the vampforms.
Do you transform into a wolf? I will need to take a closer look at that.It's because you have APPLY_CREATURE_VARIATION:ANIMAL_PERSON in the vampforms.
[REACTION:MAKE_GUNPOWDER_FRT]
[NAME:make gunpowder with brimstone]
[BUILDING:ALCHEMY_LAB:CUSTOM_ALT_G]
[REAGENT:A:1:STONE:NONE:INORGANIC:BRIMSTONE]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:bag]
[SKILL:ALCHEMY]
[REACTION:CARTRIDGE_FRT]
[NAME:load cartridge]
[BUILDING:GUNSHOP:CUSTOM_C]
[ADVENTURE_MODE_ENABLED]
[REAGENT:ammo:20:AMMO:ITEM_AMMO_BULLET:NONE:NONE][PRODUCT_DIMENSION:30]
[REAGENT:gunpowder:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[PRODUCT:100:20:AMMO:ITEM_AMMO_CARTRIDGE:GET_MATERIAL_FROM_REAGENT:ammo:NONE][PRODUCT_DIMENSION:30]
[SKILL:METALCRAFT]
[REACTION:MAKE_GUNPOWDER_FRT]
[NAME:make gunpowder]
[BUILDING:GUNSHOP:CUSTOM_ALT_G]
[REAGENT:A:1:STONE:NONE:INORGANIC:NONE] [REACTION_CLASS:BLACKPOWDER]
[REAGENT:B:1:BOX:NONE:NONE:NONE][EMPTY][BAG][PRESERVE_REAGENT]
[PRODUCT:100:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER][PRODUCT_DIMENSION:150]
[PRODUCT_TO_CONTAINER:B]
[REACTION:CARTRIDGE_FRT]
[NAME:load cartridge]
[BUILDING:GUNSHOP:CUSTOM_C]
[ADVENTURE_MODE_ENABLED]
[REAGENT:ammo:20:AMMO:ITEM_AMMO_BULLET:NONE:NONE][PRODUCT_DIMENSION:30]
[REAGENT:gunpowder:20:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:bag:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:gunpowder][PRESERVE_REAGENT]
[PRODUCT:100:20:AMMO:ITEM_AMMO_CARTRIDGE:GET_MATERIAL_FROM_REAGENT:ammo:NONE][PRODUCT_DIMENSION:30]
At this point it's pretty different, and I wasn't planning to release it here, but I wanted to get your permission before sharing it with friends, since it's based on your work. I can post the changelog if you'd like, I'm still using .04 for compatibility purposes but I'll likely update soon.
Any chance you could get the wiki working or perhaps that PDF for information on the mod? I really want to read about the features. :)
for some reason when I play an Illithid my attaks only target me. ¿Do you have any idea as to why that is ?
Do you transform into a wolf? I will need to take a closer look at that.It's because you have APPLY_CREATURE_VARIATION:ANIMAL_PERSON in the vampforms.
Hi hertggf, thank you for reporting this.
FYI: The War & Mythos wiki keeps going down due to a high volume of traffic. I am making plans to release the (long awaited) Dark Ages guidebook in PDF format. I may still move the wiki to another server at some point.
I know dev is hard at work on the guidebook right now, but as a newcomer, not having the wiki is a huge disservice. I know that there is so much under the hood going on and it just kills me not being able to take a peek under it. Is there any other way to view wiki info right now? Or if not, is there any way dev could do a hard dump of info from the wiki that you could download? Y'know, just as a temporary band-aid. Id even take a messy and unorganized notepad doc, I'm just craving info.
p.s. thanks for all the hard work, mod is cool as hell
Is there any wiki or something for the mod? A couple of questions:
My dorfs are becoming "hurror summoner"s, does anyone know what that means? "Good" old necromancers? 0.0
My major keeps asking for "seal of armok", anyone know what that is and how to craft it?
Sounds awesome, will be jumping back into this on steam release, when it’s ready!
so how goes the mod? are you going to make a steam workshop page soon?
That seems fair to me! I'd be happy to pay a bit for the adventure mode of this mod :)
I just about jumped for joy when I read you are following DF to steam. Iv played with your mod off and on for many years now. I think at one point you added a rhinoceros man to the mod because of my playthroughs where I was hoarding lead tablets and seeking every artifact
I don't get online much but Im hype to get this mod when it drops. Most of my favorite forts and adventurers ever involved this mod.
Just tried out the new release. Been having a very enjoyable experience so far. I especially love the "Great Animals" which makes the wildlife encounters a bit more diverse and interesting, rather than just seeing birds all the time. Great mod!
Any DFFD link or alternative for Itch users?
This used to be my go-to mod in classic.
Is this compatible with Smelt Ore By Product mod?
Any DFFD link or alternative for Itch users?
This used to be my go-to mod in classic.
To help promote Steam sales of DF Premium, and due to frequent patching - I'm only authorizing its hosting on Steam until further notice. I'm sorry.
Its possible to create Iron Dwarves and Living Statues? Or I can only get them from caravans?
Hello, I am reporting that I am having a frozen screen when loading vanilla music, when using the Dark Ages V and ONN/OFF burrows activation mod. It is reproducible.
Are iron dwarves and living statues supposed to be blind? they all have the "vision lost" status under health.
Apparently there's a reproducible crash. Steps: start a new fortress and build a stoneworker's Workshop. Save the game. Then load that save and it will crash during load. Only using Dark Ages mod. (no errorlog.txt output either)
no, it was a fresh start, i embarked with 2 iron dwarves and 2 living statues, both the iron dwarves and living statues had the vision lost, no combat.
The mod seems to have vanished from the steam workshop.
Yeah, it's disabled in Workshop now. Probably due to the save game corruption thing that GM-X mentioned a few days ago. I've been playing and figured I would offer the little bit of bug report that I can-
-Hounds seem to randomly attack friendlies. I mostly noticed it with one that had been previously hurt, and thought it might be a feature. I don't have a ton of experience with DF so wasn't sure.
-Dwarven Druids create combat log spam with their healing. With them just walking around you'll get combat notifications as they heal the wildlife. It's not excessive, but a bit strange.
-Biggest issue - Wizards/Enchantress/etc can't seem to sleep properly. The "Unconscious" state flickers on and off rapidly and they won't move. They do this for huge stretches of time, sometimes dying due to dehydration.
Just wanted to add an oddity that ive been getting: every single migrant arrival i get is Legendary in one skill or another. Or Grand master in 3 skills. No children at all.
Wasn't sure if that might be part of the game design? But if not thought it worth mentioning.
Seems to be back on the workshop, is it fixed now?
-Hounds attacking randomly is interesting. I have not observed that before, were they in a rage? All Hounds?
-Druidic Dwarves can heal. The issue is, the only way to get them to cast healing spells is to spam them. I mitigated this by having it take a good length of time.
-Fixed Wizards. Will update in [5.0.2][/color]
having a loads of issues with this mod for some reason
simply anabling it make my word gens 50/50 only this mod enabled and no other, word-gen progresses as normal but randomly trough history generation the game just closes, no errorlogs, no interactions, the game just closes, i can only get a world once every 3-6 tries
and to add to that, creating a world either results in a corrupt onopeneable save, or after saving the game and restarting the save corrupts and becomes unplayable
Great mod, though I might suggest you add some attack triggers to Liches, because IDK how to deal with a lich within the first year, they just show up and erase my forts. Cool threat, just terrifyingly strong. Especially the abyssal variant.
I have a big bunch of pets all zoned in one spot, and the attacks are always initiated by one of the creatures I mentioned. It's exactly one attack that gets made and then the 'fight' stops. I've observed them attacking anything within reach, vanilla pets and dwarves as well.You got to keep them separated. They are highly aggressive war animals.
This seems like a super complex mod, what kind of work would I have to do to make this compatible with the Aeramore expansion mod? If I could somehow make a compatibility patch this would no doubt make a lot of people happy.Hi Jet Blackheart, it would be more trouble than it was worth especially with an early 50.x DF build. Dark Ages has been publicly play tested and refined since 2014. I add features that people want because there is both science and art to it. You are of course free to make your own add-on mods. If they are stable, tested, and cool - I will add them to the DA:5 (add-on) Steam collection:
I also saw someone point out that war hounds furiously attack wildlife for no reason, and i can confirm this is the case. I had mine try to kill some raindeer bulls only to get its ass kicked repeatedly. I did see someone say they saw their iron dwarves do the same but i can't say I've seen that (yet?)., etc?
War Dogs in vanilla also attack wildlife for no reason, aggression just seems to be working like that right now.
hi it is me again, i have run some tests on the issue ealier yesterday, and managed to generate several worlds with and without mods here are some of the issues:
most of the crash problems including save corruption seens to be related to one of the civs in the mod, whenever i interact with it the game awaysw closes with no error log or bugs, it just "closes" instantly, same as expecting legends mode, or inspecting any settlements of that civ, it seens to be one or more civilizations from the mod and loading them in any way shape or form breaks my game
in one of the saves i started as one dwarven civilization, for some reason my civ had acess to two forgotten beast types during embark screen, no idea how or why (can't even access the legends of my civ without the game crashing) starting with any of the forgotten beasts also causes the game to close, normal starts go as normal https://imgur.com/a/cpQuOdO
Legendsmith: Is the carpenters' shop supposed to have so many things like gem items, stone weapons and items? Personally I find the ability to craft beds out of stone and other items out of a variety of items makes the game easier in a way I don't like.The main reason these reactions were added was to help on evil biome embarks and to add crafting variety to vanilla. You do not need to use these reactions. Considering the high level of danger, I don't feel they give players any significantly greater chance of survival - outside of evil embarks.
MattFright: I installed the mod today (version 5.0.3) and have been playing with it for a bit, and after reading a bit through the changelogs and the recent posts in this thread i feel like i'd just point out that the issue with Iron Dwarves has not been fixed, and they can still have the "vision lost" status seemingly with no reason. This happened upon starting a fort with two of them, both of them with vision lost.I double checked this for both of you. The fix looks correct for both, but I may need to tinker with Living Statues and Iron Dwarves. Be sure to delete the old versions of the mod to avoid confusion - and double check you are generating new worlds using 5.0.3.
Fetch: Thanks for the replies! Just a note - looks like the abyssal lich fix didn't take. just got one early summer year 1.
Dwarf Fortress v50.04 + Mod Dark Ages V 5.0.3
Dead on arrival issue ;)
First year
1. Outpost liaison - DOA on the spot he appeared on the map. No detail messages (fights e.g.) what happened.
2. Received message "The dead walk. Hide while you still can"
I expected the usual undead. Actually appeared on the map: 2 druidic dwarfes and 12 wizards.
However, 6 of the 12 wizards were instantly DOA on the spot they appeared on the map. Not raised as undead later either.
- Wizards in general also had no name descriptions like "corpse".
- Alive Wizards had no entry under the tab "group". Instead the druidic dwarves were members of a nearby wizard tower site government.
Works as intended or a bug? In case of a bug, do you need a save?
Amazing screenshot, thank you for sharing it. A few things:
(1) There is no way to mod forgotten beasts. Appearaning at embark is a vanilla bug which I am reporting to Bay 12 games right now.
[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to stalk the night in search of blood]
I saw that Erinyes/Valkyries were removed from the official collection, did it become incompatible? And, the mod that the author of it create, the one that adds a playable race of Stella Elves
Amazing screenshot, thank you for sharing it. A few things:
(1) There is no way to mod forgotten beasts. Appearaning at embark is a vanilla bug which I am reporting to Bay 12 games right now.
Sorry if im going to jump in and say "Um Actually", but all forgotten beasts are subject to the worldgen settings & [FEATURE_BEAST] token introduced in 47.01, which is customizable to be installing your own as long as you stay within the criteria and set the amount of varied FB's low enough in detailed worldgen settings to generate your FB's reliably over the generated ones ((same for [UNIQUE_DEMON])) unless it radically changed for 50.04.
About them at embark, id check for faults in any of the [ANIMAL] entity token's present in the mod might have inverted fields or inaccessible fields, which can create a unintended effect of rendering hardcoded creatures able to be picked (squamous knows more about this than i do). But im sure its just a bug anyway without looking at the code in-depth.
Edit - On closer consideration, the ability to prune forgotten beast numbers like on 47.05 has not been ported to this version of dwarf fortress, so technically this statement is correct. You can add your [FEATURE_BEAST], but it will be drowned out by uneditable randomly generated examples.
Cannot confirm. I am inable to load the saved game previously linked in this thread.
Updated today to Dwarf Fortress 50.05 (save corruption fix) + Dark Ages V 5.0.4, created a new world, started a new game.
Saved games
File I Game start https://mega.nz/file/TywREQLC#gHKq7T_li-EtFFBWb2NakjwE80s6oVfdcXf0864TZNI (https://mega.nz/file/TywREQLC#gHKq7T_li-EtFFBWb2NakjwE80s6oVfdcXf0864TZNI)
File II After second migrant wave https://mega.nz/file/e2Yg3QTY#77OsJH1t8fe0tsaRW0_E6PlbY_9uLwv1jd2kV1qlEJs (https://mega.nz/file/e2Yg3QTY#77OsJH1t8fe0tsaRW0_E6PlbY_9uLwv1jd2kV1qlEJs)
Problem: I am able to load file I, but not file II.
Not sure if that inability to load the saved game file II is base game related (another unresolved save corruption issue?) or mod related.
Edit: error log shows "Steam API Init failed" - potentially related issue https://dwarffortress.mantishub.io/view.php?id=12018 (https://dwarffortress.mantishub.io/view.php?id=12018)
is there a way to remove the web spell from the wizards? I just got hit with a siege with 60 wizards and all of them spammed the web spell. Kinda impossible to beat so I blocked all entrances in my fortress and waited for them to leave.
Hey just a heads up that I'm still getting failed saves with the latest update. Don't know if it's an issue with vanilla or with the mod. But much the same as Bavarian Kid, I played about 2 years in-game before suffering a game crash. The auto-save before the 2nd migrant wave can load. Every save past that point won't load. I downloaded the mod from the workshop two days ago, and was also using Real Time Combat Log, Interface Tweaks, and Black Shadows and ZFog.
Hello again SalmonGod, thank you for reporting this. One question, were you using No Giant Birds or not?
Same thing here as SalmonGod, with what i assume is the most recent update any saves that are not a autosave crash on load. On one save i had the pack, Deons plant graphic replacement, dry mines, audible alerts and see-through smoothing designations, after a series of crashes i started a new fort with just the main mod and dry mines and still suffered crashes with any non-autosave on load.
I do have video if ya want and can post a few timestamps.
Do I need to create a new world for the changes to take effect? I ask because my current world has been simulating for ~16 hours and is almost complete. It would really suck to have to start again.
Edit: Not to worry, it CTD on completion.
Hello Sarge, 16-hours world generation!? How old a world and what is your CPU and RAM? I have not had a single crash in world generation in version [5] using only mods in the Dark Ages collection, but let me know if you have any trouble with [5.0.6].
Hello !
Thank you for the mod, it's absolutely fantastic !
However, I have a hard time finding any documentation about it online. Do you need/want help to write some ? I approximately know how to read raws and have a lot of time. :)
Thanks again !
Hello, I've installed this mod "dark ages V: war & mythos savage good biomes" (and other mods).
And I get this sprint for animals
https://ibb.co/SPb9DWS
list of other mods:
https://ibb.co/hfhKxTc
The mode cute creatures are in conflict with vanilla_creature_graphic, so it's disable
Do you have an idea of what if have these blue monster?
Hello, there is a bug ive been trying to figure out. Military dwarves immediately being an activity "individual combat drill/resting" they become tired, do not ever become untired, and as far as im able to tell do not gain skills. I'm fairly confident that this is an issue with dark ages V, please let me know once you read this. Thank you. Here's a screenshot of an afflicted dwarf. https://i.imgur.com/4zEEpCg.png
Thanks for the reply.Hello, I've installed this mod "dark ages V: war & mythos savage good biomes" (and other mods).
And I get this sprint for animals
https://ibb.co/SPb9DWS
list of other mods:
https://ibb.co/hfhKxTc
The mode cute creatures are in conflict with vanilla_creature_graphic, so it's disable
Do you have an idea of what if have these blue monster?
Hi th3heavy, the blue creature is the default place holder graphic in vanilla. One of the mods you are using (not Dark Ages V) is breaking some graphic link somewhere.Hello, there is a bug ive been trying to figure out. Military dwarves immediately being an activity "individual combat drill/resting" they become tired, do not ever become untired, and as far as im able to tell do not gain skills. I'm fairly confident that this is an issue with dark ages V, please let me know once you read this. Thank you. Here's a screenshot of an afflicted dwarf. https://i.imgur.com/4zEEpCg.png
Hi Quizmar, Dark Ages V does not make any modifications to vanilla Dwarves, or anything that affects stamina or skill gains. The only exception is the Dwarven Mages plug-in, which actually makes Dwarves not exert. Meaning they do not get tired while working, opposite of the issue/bug you reported.
Huh that's odd, something must be broken, because I generated 2 different worlds running the Dark Ages V pack, and in both gens the military dwarves became permanently tired. It could be some funkiness with that non-exertion change, maybe it imposes a negative value instead or something. Based on that it would seem likely that any activity which caused exertion would immediately tire a dwarf, and the military is just the most likely place for that to occur. Maybe i'll try generating a world without Dwarven Mages and see if that changes anything.
I'm confident this is a mod issue because when I made a world without the mod pack this wasn't an issue, and dwarves would become tired, and rest as normal
Sarge, advanced world generation is wrought with world crashes which is one reason this is the first release of Dark Ages that does not use them. There is no way to upload them to Steam presently either. Strongly recommend only using basic settings until further notice. But if you dare to custom build your world - take screenshots before it goes down.Cave Fish men and women are still in the mod.
Hot fixes in (5.0.7): (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)
- Cave Fish Men have been removed from Dark Ages for overpopulating, should increase cavern diversity
- Tested for World Generation and Embark Save/Load with [ Savage Good Biomes ] plug-in
Sarge, advanced world generation is wrought with world crashes which is one reason this is the first release of Dark Ages that does not use them. There is no way to upload them to Steam presently either. Strongly recommend only using basic settings until further notice. But if you dare to custom build your world - take screenshots before it goes down.Cave Fish men and women are still in the mod.
Hot fixes in (5.0.7): (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)
- Cave Fish Men have been removed from Dark Ages for overpopulating, should increase cavern diversity
- Tested for World Generation and Embark Save/Load with [ Savage Good Biomes ] plug-in
Sarge, advanced world generation is wrought with world crashes which is one reason this is the first release of Dark Ages that does not use them. There is no way to upload them to Steam presently either. Strongly recommend only using basic settings until further notice. But if you dare to custom build your world - take screenshots before it goes down.Cave Fish men and women are still in the mod.
Hot fixes in (5.0.7): (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)
- Cave Fish Men have been removed from Dark Ages for overpopulating, should increase cavern diversity
- Tested for World Generation and Embark Save/Load with [ Savage Good Biomes ] plug-in
Hello again Olek, I double checked the [5.0.7] raws and they do include this cut. Steam doesn't always download new updates - unless you delete the old files in Dwarf Fortress\data\installed_mods. Please confirm you are running DA:5 [5.0.7].
They still appear in the object testing arena but not during world generation.
Olek: I must have an issue, as I definitely have 5.0.7, I also have Cave Fish men & Women, and I just discovered during a migrant influx that I also have a blind Iron Dwarf, these are things that have been resolved to my knowledge, yet when I check the info.txt, it states it is
No problem GM-X, the fishmen don't bother me, my system can run it fine either way, there was probably 6-8 of them.QuoteOlek: I must have an issue, as I definitely have 5.0.7, I also have Cave Fish men & Women, and I just discovered during a migrant influx that I also have a blind Iron Dwarf, these are things that have been resolved to my knowledge, yet when I check the info.txt, it states it is
Thank you for the confirmation and persistence. One question: Are you seeing many Cave Fish people?
Not sure what happened with Cave Fish people but I've updated Dark Ages V to version [5.0.8] which attempts to remove them again. If they still persist, I suspect a vanilla unit glitch. I've seen reports of animal people "switching" to different races after loading/saving.
I've attempted to fix Living Statues and Iron Dwavers and suspect they are somewhat fixed. These races both sense creatures through walls. Even if flagging as blind they should be able to see as well or better than Dwarves. Why they are listed as blind and frail is a mystery. They don't even require eyes to see. Although I have yet to see Iron Dwarves cast Lightening spells in combat they are great guardians - especially when supported by other war units.
Hot fixes in ( 5.0.8 ): (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)
- World generation tested to 500-years with Dwarf Fortress release [50.06]
- Attempts to remove Cave Fish Men from Dark Ages again
- Fixes (2) incorrect tiles
Olek: No problem GM-X, the fishmen don't bother me, my system can run it fine either way, there was probably 6-8 of them.
One question though, when I load up my save when I get home from work, should I update? I am just concerned that with fishmen in my existing game, that the update may cause some issue if the game was to say they no longer exist.
It hasn't asked me to update the saved game in progress, I checked the files, and they were still 5.0.7, so I unsubscribed to the mod, then resubscribed, it downloaded the mod again, I went in an checked the files and it was still 5.0.7.
I then deleted the mod from the folder, unsubbed and then resubbed, checked the files and the mod is now 5.0.8, but after loading up the game 3 times today, it hasn't once asked me if I wanted to update the save.
It's not just Dark Ages V: War & Mythos that is not updating the saves, another mod that I use received an update yesterday, and that one isn't asking to update either, I suspect that it is Vanilla Dwarf Fortress having issues with the Steam Workshop.
It's not just Dark Ages V: War & Mythos that is not updating the saves, another mod that I use received an update yesterday, and that one isn't asking to update either, I suspect that it is Vanilla Dwarf Fortress having issues with the Steam Workshop.
Installed mods live in a separate folder that never updates. This is nominally to prevent updates from breaking save games.
You can manually update your save, but at your own risk.
Also dwarven mages - they are for help with difficulty ?
Hello, a few weeks ago I brought up an issue I was having with Dark Ages V, where the military dwarves would become tired, and remain so forever. I have some more information. I accidentally installed Dwarven Mages on world, and this bug happened. So I will say fairly confidently that Dwarven Mages causes this issue.
QuoteAlso dwarven mages - they are for help with difficulty ?
Hi Viax, Dwarven mages are for magic! Magic may or may not improve your chances at survival. Hold off on using this add-on until [1.0.1] is released.Hello, a few weeks ago I brought up an issue I was having with Dark Ages V, where the military dwarves would become tired, and remain so forever. I have some more information. I accidentally installed Dwarven Mages on world, and this bug happened. So I will say fairly confidently that Dwarven Mages causes this issue.
Thank you for the follow up. I will update to [1.0.1] shortly with an attempted fix. If you feel like re-testing after the update, let me know how it goes.
If anyone has any feature requests for Dwarven Mages, this is a good time to ask!
Viax: Add embark option to start as Necromancer with super powers, and use inteligent undead as your labor force :D. Damn, it sound better for adventure mode.
Does magic improves after some time due to using it? Strange that all dwarfs get spells. They can be quite strong. So far one year after on untamed wilds and not too much of a threat has been seen so far. Should i remove some vanilla things in order to mod work better? And i would kill to make it work with stonework expanded
Think there's a bug with Ancient Vampires; had one come to my fortress as a migrant. Whenever he fought, all his enemies that were humanoid turned into vampires even if he didn't bite them, and all the nearby citizens also turned into Ancient Vampires whenever he went into combat. It then spread to all my citizens within a day after a siege because they all saw or were near the 12 or so new Ancient Vampires in my fort. Then the 3-4 dwarves that didn't turn got drained and now all 80 citizens are uber Vampires which have ridiculous stats and any new migrant wave dies within minutes of coming whenever they fall asleep...
i got crash with...But i use mod which cut giant birds. Why is it happening?
After a bit my save will just be unable to load can crash/close the game i have no other mod installeds but i do have DFHack active. is there a load order it need to be in?
How to combine mods properly?! It kinda... keeps me captivated. Maybe i will start modding myself. Was thinking about making working compilation of mods.
Nightmare horse, got some thread from it, but i can't turn it into cloth/yarn/silk whatever. Also dwarfs do not stack it in stockpiles. Why ?
GM-X When will you add more races? :>
Meanwhile I've started up on adventure mode - the long work of updating menus and adding audio has begun!
50.09 New stuff
(*) Updated to SDL2 and made many surrounding changes. Various performance gains!
(*) Experimental multithreading is available from game settings.
when i go to load the mod it is saying 5.0.3 is downloaded but ive only downloaded this mod recently, is it just a text error and i do have 5.0.8?
Really enjoying the mod so far but I have a few questions.
I can't seem to find some races on the world gen map like lizards, Kobolods or dark elf's (do they function like randomly appearing enemies?)
Lastly I can't seem to find Gnolls anywhere or even on the arena map with all units listed.
Really enjoying the mod so far but I have a few questions.
I can't seem to find some races on the world gen map like lizards, Kobolods or dark elf's (do they function like randomly appearing enemies?)
Lastly I can't seem to find Gnolls anywhere or even on the arena map with all units listed.
Hi MoOnKat, currently, Kobolds have been replaced by Rakes, Dark Elves have no civs, and Gnolls have been removed. Typically, you would want to carefully study a large region map at about 130-years for the most interesting embark locations using Legend Viewer.
Once DF starts getting bug fixes (it has been 2-years) and Adventure mode is released, I will be in a good position to add more civs back into the mod.
Do you mind me asking what the best settings would be on world gen to get the most out of this mod?
Lastly as I know modding compatibility can be an issue, do mods like those that add additional races/items conflict with War & Mythos or are complications probable?
I've noticed that Enchanters, Wizards and even Dwarf Druids tend to try and get into the fortress through this way rather than through the main gate. Then they hit the arrow slot and just cluster around it or further up the aqueduct. Even sitting in the river around the entrance. I tried replacing the door to the reservoir with a wall to block any pathing ... it sort of helped, but I don't know if a siege also helped clear some of them out lol. But there are still people clustered around the entrance in the river.
Thats what I mean by I don't know what I should be doing differently. The carved arrow slit in the natural rock wall would normally block pathing in my mind. Plus on top of that unless they can fly or climb up the well itself there is also no path from the internal cistern into the fortress.
So as much as anything else it seems to be a pathing bug, which might not be the fault of the mod, but is certainly visible due to it.
How do other people add wells when using this mod and not have a similar issue? I guess thats my question. I'd be happy to explore some other way of doing this.
How do I download the old version 47.05?
GMX, Any updates incoming? ;)
11/30/2023 Toady One: The video I mentioned back in October was posted, an adventure mode trailer that was originally shown on PC Gamer alongside some anticipated unreleased games for next year. We're aiming to get the revamped Adventure Mode released by April!