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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: GM-X on September 09, 2014, 02:46:44 am

Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on September 09, 2014, 02:46:44 am
(https://i.imgur.com/VocFGkA.png)

Update Log: ( 5.0.8 ) (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244) High horror world generation, monsters, cryptids, extreme undead, curses, magic spells, pets, savage animals, QoL, and crafting. Developed since 2013.

(https://i.imgur.com/8G5jTIx.png)
(https://i.imgur.com/zUq1etf.png)(https://i.imgur.com/vkYsk9Z.png)(https://i.imgur.com/VK8UNrY.png)

(https://i.imgur.com/JnI291Y.png)
(https://i.imgur.com/BJ1Mp9u.png)
Each new release of Dwarf Fortress brings unexpected results, but you have before you a very stable if experimental build. Version [5] is the new foundation on which more features will be added or removed. Due to lack of Adventure mode and Legends Viewer, it is difficult to observe/test all content. Player fortress reports, screenshots, and videos are welcome!
(https://i.imgur.com/tQCFvhQ.png)
(https://i.imgur.com/znJln9p.png)
Any mods to Dwarves or Vanilla Entities will conflict with DA:5. Mods made by other authors can cause instability in world gen, remove content, or ruin save game files if patched or updated. Use them at your own risk. In general with DF mods: if you update entities, reactions, or creatures - plan to generate a new world.
(https://i.imgur.com/65Kxm4g.png)
(https://i.imgur.com/PYv9I9q.png)
(Read Me) Dark Ages Fortress Report: Rise & Fall of Fortress Avuzritan Minebegins [PDF] (https://www.dropbox.com/s/by3j8vvouv10xsb/Rise%20and%20Fall%20of%20Fortress%20Avuzritan%20-%20Dwarf%20Fortress%20-%20Dark%20Ages%20Chronicle.pdf?dl=00)

(https://i.imgur.com/P97Q1G6.jpg)
YouTube: Dark Ages V - Justicepaint by Ic0n Gaming (14 Episode Playlist!) (https://www.youtube.com/watch?v=J6qKEsrLebs&list=PLkHfUAaH9nIfUFw7mSB1Cc6GNTZQGRyXL)
YouTube: Dark Ages V - Metalfortress by GreatPadinski (https://www.youtube.com/watch?v=5TwJrvlvj1g)
YouTube: Dark Ages V - Metalfortress Part II by GreatPadinski (https://www.youtube.com/watch?v=nfi6BKPVBv0)
YouTube: Dark Ages V - Metalfortress Part III by GreatPadinski (https://www.youtube.com/watch?v=H0l23K8D7ZM&t)
YouTube: Dark Ages V - by Silver Dragon (https://www.youtube.com/watch?v=ZYb_N5sZKKw)
YouTube: Dark Ages V - by Silver Dragon Part II (https://www.youtube.com/watch?v=exT-59ckCnk)
YouTube: Dark Ages V - Starting Fort by AgrippaMaxentius (https://www.youtube.com/watch?v=wGjxCQ9WfVg)
YouTube: Dark Ages V - Playlist by Cabal (https://www.youtube.com/watch?v=Bqru32nr7VA&list=PLNY4QK6-lsqndf2Yay3QYgzN7SrIZ75cL)
YouTube: Dark Ages V - The Doom of Doomhome by Cabal (https://youtu.be/K-mrlTjaCDo)

YouTube: Sphinx Encounter (https://youtu.be/uaCCCRw6aXc?t=6m18s)
YouTube: Silver Dragon Ambush (https://youtu.be/z-BIPo8XU_Q?t=23m33s)

Fortress Defense [Wiki]: Defense Guide (http://dwarffortresswiki.org/index.php/DF2014:Defense_guide)
Adventure Mode [Wiki]: Quick Start (http://dwarffortresswiki.org/index.php/DF2014:Adventure_mode_quick_start)
Boatmurdered: The classic & now legendary Dwarf Fortress Epic (https://lparchive.org/Dwarf-Fortress-Boatmurdered/Introduction/)

Let's Play Dark Ages on YouTube [HD]: 31 Videos (https://www.youtube.com/playlist?list=PLbGD7QQtiRBkMnpbz9U4SIwS1jxUmldvS)
Adventure Mode Lets Play [YouTube]: Plump Helmet man vs. Shadow (https://www.youtube.com/watch?v=hLTGPWRKEY4)
Adventure Mode + Legend Mode [YouTube]: Orc Half-Vampire Cursed (https://www.youtube.com/watch?v=CFcXaNKMVSc) (Half-Vampire curse is to be avoided at all costs.)
Adventure Mode Lets Play [YouTube]: Cyclops Hunting (https://www.youtube.com/watch?v=j_J1GmSBOlc)
Adventure Mode [YouTube]: Rise of the Mushroom (https://www.youtube.com/watch?v=0N9cb5_Rnlg)
Adventure Mode [YouTube]: Raising an Undead Army (https://www.youtube.com/watch?v=VqHpKVJLIWk)

Credits & Thanks
Note: Not all of these mods are included in the current release or included only to a limited extent. Adventure mode content has been removed until Steam Premium Adventure mode is released and stable.
Fear of the Night by Xangi (refit and re-balanced with input from Xangi)
DireForge by Knight Otu (horror fantasy magic and monsters)
Legends Forlorn by narhiril (select horror)
Genesis by Deon (classic DF magic)
Cthulhu by Lovechild (select horror)
Animal Trainer Pack by Zaeros (many creatures respect strong tissues)
Deeper Dwarven Domesticated by Wannabehero (select)
Fortress Defense II by darkflagrance (select stabilized and refit)
AUC (Adventure Useful Crafting) by McFeel (helped inspire D.A.A.C.)
Wanders Mod (original updated and refit Deon’s)
Black Powder Firearms by Jake (simplied version)
Shadows by Tevish Szat (most modded and adjusted race)
Creepy Caverns by godlysockpuppet (select refit)
Aboleths by godlysockpuppet (super enhanced)
Lucelle Weapons and Armour by Lucelle (select with some renaming)
Wanderlust v3 by Kynsmer
Plump Helmet Man Overgrowth Returns by IndigoFenix (with gelding)
Putnam's Minor Mod Collection (put up with my newbie questions)
Procedural Critter Scripts by Knight Otu (enhanced vampires and vampire magic)
Special thanks to Ironhand, Knight Otu, PeridexisErrant, Deon, Japa, Parker147 for the fantastic Legends Viewer, Timeless Bob, GoldenShadow, HP Lovecraft, Three Toe, and the genius Toady One.
[/list]

(https://i.imgur.com/4XksFT3.png)
Download on Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2907557244

(https://i.imgur.com/215QmqA.png)
Dark Isle: War & Mythos [Skyrim SE PC/PS4/XB1]: Play an epic Visualization of War & Mythos - Over 150,000 Downloads (https://bethesda.net/en/mods/skyrim?author_username=AdventRPG&number_results=20&order=desc&page=1&product=skyrim)

Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: Meph on September 09, 2014, 04:35:56 am
Yeah, finally its out. :) I wanted to have a look at it for a long time.

And pretty nice website, looks very polished.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: RoguelikesESP on September 09, 2014, 10:23:30 am
Best thing since Masterwork.

Beautiful, beautiful work.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: Deon on September 09, 2014, 10:37:24 am
This looks amazing, I will definitely play it this evening and give you some feedback :). Thank you very much for your dedication!
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: bluescreen1988 on September 09, 2014, 11:37:20 am
PTW.  This looks awesome
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: Augster999 on September 09, 2014, 03:40:38 pm
"Features announced for the unreleased “Dark Towers” version do not all appear in R1."

Is this being split into two parts?
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: chaosgear on September 09, 2014, 04:36:05 pm
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.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: GM-X on September 09, 2014, 07:41:17 pm
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!

Thank you guys. We never got a chance to chat Deon, so looking forward to hearing your feedback. Meph, more of the Masterwork monsters were supposed to make it in, but time permitted only a few of the spookier ones for R1.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: GM-X on September 09, 2014, 07:50:17 pm
"Features announced for the unreleased “Dark Towers” version do not all appear in R1."

Is this being split into two parts?

If it was split into two parts, R1 contains all the best most diverse content. Changes that didn't make it into R1 were mostly changes to vanilla or somewhat redundant elements.

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.

I will add more content listing to the site and forum post soon. Eventually, the guidebook will go into the most depth.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: SalmonGod on September 09, 2014, 09:19:07 pm
PTW
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: bluescreen1988 on September 09, 2014, 10:13:42 pm
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.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: Meph on September 09, 2014, 10:30:37 pm
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.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: GM-X on September 09, 2014, 11:32:00 pm
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.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: bluescreen1988 on September 09, 2014, 11:41:52 pm
I've not seen this happen before. Is this something I broke? I've not messed around with soil.

I might have caused it when i removed aquifers.

EDIT: Fresh Install fixed it.  Sorry for the false alarm.
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: marijuana on September 10, 2014, 04:55:48 am
How does alchemy work? I don't see anything in the reactions menu except "mortar and pestle"
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: Rammok on September 10, 2014, 01:24:53 pm
How does alchemy work? I don't see anything in the reactions menu except "mortar and pestle"

Mortar and pestle could be a relic of the alchemy system from Direforged, which didn't make it in to R1.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: Rammok on September 11, 2014, 10:33:00 am
(http://4.bp.blogspot.com/-qAaInhnvkv0/UpE5cBOnIOI/AAAAAAAAAuQ/Rzl_zzSCYcA/s640/Dwarf-Fortress-Blog-The-Land-of-Visions-Kingdom-of-Unions.jpg)
Dark Ages: Mythos of Rammok R1_40_12 is released.
Download: http://www.dfdarkage.com/download.html  (http://www.dfdarkage.com/download.html)
-Also fixes two tiny bugs that slipped into the first release at the last minute.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: bluescreen1988 on September 11, 2014, 10:39:08 am
I can't seem to find gauntlets on the adventure mode crafting menu.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: Knight Otu on September 11, 2014, 10:50:53 am
Gauntlet crafting is bugged - it always creates items with no handedness, so they are unwearable. Rammok probably removed the reaction because of that.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: dangeratio on September 11, 2014, 06:50:41 pm
Is there any Mac version planned?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: Meph on September 11, 2014, 08:42:33 pm
Just to clear something up: GM-X and Rammok are the same person?
Title: Re: << DF: Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_11]
Post by: Rammok on September 12, 2014, 12:09:03 pm
Clarity is at a minimum in the twilight. ;)

But I'd still like some clarity too. Is this a DFHack thing Meph?
That happens when there is no inorganic with SOIL tag in the raws.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: Rammok on September 12, 2014, 12:12:06 pm
Is there any Mac version planned?

Linux and Mac versions are planned. No ETA yet.

Just to clear something up: GM-X and Rammok are the same person?

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.

Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: bluescreen1988 on September 12, 2014, 05:05:34 pm

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.

The reason I was having problems was due to me editing the aquifers tags.  Instead of replacing every [AQUIFER] tag with (AQUIFER) I changed every A, Q, U, I, F, E, and R because of how Notepad ++ works with brackets.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: Meph on September 12, 2014, 06:50:36 pm
It has nothing to do with dfhack.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: GM-X on September 13, 2014, 03:28:10 am
[Updated content list and site. More to add.]
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: Treason on September 13, 2014, 06:44:08 pm
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...
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_12]
Post by: GM-X on September 13, 2014, 06:49:29 pm
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...

That, was a last minute change. I fixed it and posted R2.

Edit: R2_40_11 released http://dfdarkage.com/download.html (http://dfdarkage.com/download.html)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: Meph on September 13, 2014, 09:17:58 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: GM-X on September 13, 2014, 09:32:20 pm
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.

That makes sense. I will revisit fishing pets another time. For now, they just won't fish.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: marijuana on September 14, 2014, 05:51:17 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: GM-X on September 14, 2014, 10:20:07 am
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.

What animal did you turn into? All of them are set to equip. And, I played with that transformation length for a while. You will revert to dwarf form just wait for it. You are not meant to be able to control that moment.

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.

Good question. I removed the ability to start as a magic user, except wizards. Because it's possible as a wizard to find slabs and books, encounter monsters, and learn most types of magic. For the first update, I'll add more magic using adventure classes.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: DorfMeister on September 15, 2014, 01:58:15 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: Rammok on September 15, 2014, 03:48:36 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: GM-X on September 15, 2014, 08:37:13 pm
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.

Okay. Liches did get toned down. Way down. But they are still in the top-10 most powerful beings in Dark Ages.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: DorfMeister on September 16, 2014, 02:31:19 pm
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. 
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: Rammok on September 16, 2014, 02:35:41 pm
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.

Hot. Yeah, respawn is a concern. I'm unclear how respawn works in 2014, other than when you are not looking, but it's not something that can be modded.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: DorfMeister on September 18, 2014, 11:45:26 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: Rammok on September 18, 2014, 01:01:30 pm
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.

Shadows are horrifically dangerous. They are world enders. However, they do have limits and weaknesses.

There may be a cloud when you drop one, but that cloud is not dangerous. It probably means you were touched before you killed it. Shadow's embrace takes a while to build up effect.

Did you try range weapons? They need to be in melee range to kill.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: DorfMeister on September 18, 2014, 01:55:36 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: Rammok on September 18, 2014, 06:55:29 pm
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.

I'll take another look at resistance options. There are ways to make your adventurers immune currently. And, there are range powers that can kill one.

I may add a light-alchemy potion that will remove shadow syndrome, if you act very quickly.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: Rammok on September 19, 2014, 10:48:32 am
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

Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: Del1m on September 19, 2014, 01:31:39 pm
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 !
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: RoguelikesESP on September 19, 2014, 11:43:18 pm
Oh god please upload it to MEGA or something! I can't donwload since this was announced! D:
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_12]
Post by: SalmonGod on September 20, 2014, 06:48:25 pm
Okay, I addressed this. I'll post R1_40_13 by 3:30AM PT

I'm confused.  Has this been released yet?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: GM-X on September 20, 2014, 06:58:57 pm
Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_13]
Post by: SalmonGod on September 20, 2014, 07:51:46 pm
Awesome, thanks!
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_13]
Post by: GM-X on September 20, 2014, 11:32:45 pm
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 !

May your wizard adventurer experience a peaceful retirement. Until, his inevitable transformation into a Lesser Wendigo.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_13]
Post by: marijuana on September 21, 2014, 01:16:55 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: GM-X on September 21, 2014, 02:15:08 am
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.

The new classes are very alpha.
  :-X

Refit (mostly untested) powers and creatures from Meskion's magic mod and Genesis. I expected issues. I suspect wind may be underpowered. Roar looks to have fixable issues. Healing was missing something. (Even then it only acts as a healing booster and does not repair flesh.) Context is a factor. Mystify Beast for example, will only target animals and "reptiles". Dark Frenzy makes people go crazy, so that sounds to be working okay. :-X

Spoiler (click to show/hide)

Dark Ages: Mythos of Rammok R3_40_13 is released.
Status: [R3 is the 2nd fix for the new adventure classes.]
Changelog: http://dfdarkage.com/changelog.html (http://dfdarkage.com/changelog.html)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: Repseki on September 22, 2014, 08:14:51 am
Just wondering if you plan on consolidating the adventurer reactions so there aren't as many redundant reactions/adventure specific tools.

I also noticed a few issues with the reactions in reaction_AUC.txt. I'm no reaction pro, so I could be totally wrong about these, but they popped out to me.

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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: Rammok on September 22, 2014, 11:04:50 am
Just wondering if you plan on consolidating the adventurer reactions so there aren't as many redundant reactions/adventure specific tools.

Wanderer and Wanderers Friend crafting shouldn't be redundant. However, Adventure Useful Crafting (AUC) may be filled with redundancy. I have not reviewed these in months.

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.

As of now Z-reactions can only be performed in Fortress Mode. I was considering making them adventure friendly. Using Deon's wanderer, you should still be able to produce vanilla leather. And leather refits.

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.

Is this in AUC or where is this? Some of these reactions were added before I knew much about them, so if the original mod contains mistakes, listing redundancies, or inconsistencies, they are likely still in there and need addressing.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: Rammok on September 23, 2014, 01:27:59 pm
Okay. I confirmed there is a lot of weirdness in AUC. I'm going to fix it up. If anyone has any issues (or requests) related to adventure crafting let me know.

Update: I completely overhauled adventure crafting into a new system called: DAAC (Dark Ages Adventure Crafting). No more redundancy. Only two tools are required, which any adventurer can make.

R4_40_13 should be ready by [Sep-26-14] 1:30AM PT
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: Zarathustra34 on September 25, 2014, 08:02:48 am
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
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: Rammok on September 25, 2014, 11:16:24 am
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.  ;)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R3_40_13]
Post by: Zarathustra34 on September 25, 2014, 02:47:55 pm
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.  ;)


Damn it, never should have said anything. I guess there will be much more FUN to be had.
Title: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R5_40_13] <Pets Fix 2>
Post by: GM-X on September 27, 2014, 07:06:43 pm
Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: Mitzuki_Tsukashi on September 27, 2014, 10:01:51 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: GM-X on September 28, 2014, 01:39:44 am
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.

Confirmed. I'm at a loss to explain it. It's not the zip, although I replaced both for good measure. It should clear up, but I mirrored to dropbox:

Dark Ages: Mythos of Rammok - [R4_40_13] Ironhand Graphics (12MB): https://www.dropbox.com/s/1160miq7pr1gxus/Dark_Ages_Iron_Win_R4_40_13.zip?dl=0 (https://www.dropbox.com/s/1160miq7pr1gxus/Dark_Ages_Iron_Win_R4_40_13.zip?dl=0)
ASCII (10.7MB): https://www.dropbox.com/s/c143vx0avpbsg3x/Dark_Ages_ASCII_Win_R4_40_13.zip?dl=0 (https://www.dropbox.com/s/c143vx0avpbsg3x/Dark_Ages_ASCII_Win_R4_40_13.zip?dl=0)

Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: Forwe on September 29, 2014, 02:21:49 pm
I'm sorry, but would it be somehow possible to add vision cones to enemies when sneaking? Any file i could edit or anything?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: Knight Otu on September 29, 2014, 03:31:36 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: Forwe on September 29, 2014, 03:48:31 pm
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 think that may be the problem with Ironhand Graphics. I can only see those cones when I'm looking at the creature from one z-level above or below, but when I tried it with ASCII, it worked perfectly.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: Rammok on September 30, 2014, 11:11:18 am
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!

Damn. Pet fishing was removed in R2, I guess the older version crept back in somehow. The latest ASCII version is DF vanilla overwritten with no ini/tile changes, or so I thought.

Guess R5 is coming later tonight.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: Illogical_Blox on September 30, 2014, 02:26:29 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: GM-X on September 30, 2014, 09:35:06 pm
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)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R5_40_13] <<Fix>>
Post by: GM-X on September 30, 2014, 10:11:21 pm
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.

Posted R5. It's no hassle. Always feel free to chime in on any issues you notice. I need to actually release a Linux and Mac version, a slap copy has issues.


Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: Illogical_Blox on October 01, 2014, 07:17:12 am
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.

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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
Post by: GM-X on October 02, 2014, 10:14:29 am
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.

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.

I've always thought of Mind Flayers and Aboleth as intimately connected. But yeah no, no Illithids in Dark Ages at this time.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vampires>
Post by: GM-X on October 04, 2014, 10:39:39 pm
Dark Ages: Mythos of Rammok R6_40_13 is released.
"Dark Age has fallen upon the world of Dwarf Fortress."
Download: http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)
Status: 8-New Vampire Strains. 15-New Hex Spells. Hag Shamans.
(http://1.bp.blogspot.com/-czGbELHny8M/UgmkkUGNF9I/AAAAAAAAAWY/0tR708P7tW4/s640/Dwarf-Fortress-Blog-Legendary-Universe-Donkeylocked.jpg)

[ R6_40_13 ] Updates & Changes: Oct-4-2014

Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: marijuana on October 05, 2014, 06:26:59 am
It is terrifying
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: GM-X on October 05, 2014, 12:55:22 pm
It is terrifying

100% correct. I was genuinely scared working on these vampire strains.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: infiniteunrest on October 07, 2014, 05:35:56 pm
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
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: GM-X on October 08, 2014, 01:09:19 am
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

Cool. The tileset was geared towards addition with other tilesets. But I haven't done the footwork on them. If you have Spacefox in good shape, I would be happy to post it for other Mac users.

About the missing shops: You must be playing as Legendary Dwarfs. It seems I accidentally left out the new shop reactions for them. Until R7, add this to the entity_legendary_dwarf (there is a lined off area for new buildings) and gen a new world:

Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: infiniteunrest on October 08, 2014, 04:44:57 am
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. You have the download. This includes the edit to the Legendary Dwarf entity.

-Infinite
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: Rammok on October 08, 2014, 05:52:37 pm
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

Great. Thank you. I will download it later and let you know so you can remove it from dffd, once it's up at dfdarkage.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: Rahk on October 09, 2014, 07:10:03 am
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
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: Rammok on October 09, 2014, 11:59:51 am
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

Okay downloaded. Thank you.

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

Great. I'm planning on releasing a LNP this weekend. Maybe I can actually include Spacefox now too.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: Rumrusher on October 12, 2014, 07:13:54 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: GM-X on October 12, 2014, 12:34:49 pm
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.

Yes, Shadows Embrace was broken in adventure mode in a fixable way. I did so last night. I'm about to release a quick fix for broken hexes too.

Quote
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.

Excellent suggestion. I will get to work on something like that immediately. And yes, Reanimators are more locked down spells wise. So, a new branch of nerco magic is defiantly in order.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: marijuana on October 12, 2014, 07:13:22 pm
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?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vamp Strains>
Post by: GM-X on October 13, 2014, 01:55:54 am
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?

Yes, for one reason or another, certain worlds get dominated by one type of secret. This is a vanilla DF thing. It started in 40.01 and seems to toggle off and on with each new version. It was depressing enough to almost make me refrain from releasing Dark Ages. Because in 34_11 it seldom occurred. I can find a few other magic types by looking at the slab list and active deities in Legends Viewer, but nothing like the diverse array in R1. Nearest I can tell, it's associated with the tower proliferation issue, which seems only half fixed.

Usually if you generate a world 250-years or older you'll get a few more magic types. Hopefully 40_14 will toggle this problem off again.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R7_40_13] <Hex Fix>
Post by: Rammok on October 13, 2014, 12:38:05 pm
Status: [R7_40_13] Released!
Download:  http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)

-Quick fix for new hexes.
-Fixed Shadow Embrace, still more deadly for NPC’s.
-Reduced Shadow Embrace length.
-Areomancers no longer cast Wind Burst or Blistering Wind.
-Added graphic link for Hag Shamans.
-Made changes to Banshee’s and Banshee Wails.
-Fixed Legendary Dwarfs to use Alchemy Lab and Gunshop.

Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R7_40_13] <Hex Fix>
Post by: marijuana on October 14, 2014, 12:41:59 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R7_40_13] <Hex Fix>
Post by: Rammok on October 14, 2014, 10:45:15 am
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.

Shadow Embrace is technically only 50% effective. If you don't take manual control, it seems to work 100% of the time.

Although it has range and you can target now, this looks like a bug that makes Shadow Embrace an NPC viable power only. I may try to rework it at some future point.

Maybe Knight Otu can shed some light on why this might be. I'm at a loss.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R7_40_13] <Hex Fix>
Post by: Knight Otu on October 14, 2014, 11:07:08 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R7_40_13] <Hex Fix>
Post by: Baijiu on October 14, 2014, 02:37:30 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R7_40_13] <Hex Fix>
Post by: Rammok on October 14, 2014, 02:54:45 pm
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.

Thank you. I will change the onset time to zero.

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.

Okay, I neglected to update copy tags. It doesn't throw out an error on Windows.

Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R7_40_13] <Hex Fix>
Post by: Rammok on October 14, 2014, 03:14:11 pm
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.

Are you running it on Windows? I know that happens when you slap copy over to Linux. I was unaware of any problems otherwise.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R8_40_13] <Shadow Fix>
Post by: Knight Otu on October 15, 2014, 12:20:04 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R8_40_13] <Shadow Fix>
Post by: Rammok on October 15, 2014, 12:40:45 pm

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.

What a relief. I'm still confused as to why this seems to fluctuate with various releases. Nevertheless, R9 is coming out tonight.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: Rammok on October 16, 2014, 02:59:04 pm
I highly encourage everyone who has downloaded a previous version to download R9.

As far as I can tell, everything works as intended. There will be no new versions of Dark Ages until 40_14 is released, or a substantial amount of new content is added. Whichever comes first.

I do have plans to add a new branch of necro magic, and some interesting buildings into fort mode. Unless new bugs are reported, I'll probably hold off on releasing that until 40_14.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: Thuellai on October 17, 2014, 06:17:52 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: GM-X on October 18, 2014, 07:33:58 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: Thuellai on October 18, 2014, 05:28:52 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: GM-X on October 18, 2014, 05:39:24 pm
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.

I would still like to hear about it if you think some feature is glaringly absent.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: NoobKid on October 20, 2014, 10:06:53 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: dennislp3 on October 21, 2014, 12:47:12 pm
ptw cause I thought I did but apparently did not...
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R9_40_13] <Secret Fix>
Post by: GM-X on October 22, 2014, 09:29:34 am
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.

Once regular DF updates have stopped, the focus will be on expanding the website and completing the guidebook.

ptw cause I thought I did but apparently did not...

You did so on the Dark Towers unreleased thread. Which is fine, people are still asking questions there sometimes.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: GM-X on October 28, 2014, 04:28:07 am
[Updated to DF 40_14.]
Download: http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)
Changelog: http://dfdarkage.com/changelog.html (http://dfdarkage.com/changelog.html)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: Magnumcannon on October 28, 2014, 05:01:06 pm
Cthulhu mythos in Dwarf Fortress? My two favorite subjects! Seems very promissing, going to check it out.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: mirb on October 29, 2014, 04:06:53 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: Rammok on October 29, 2014, 04:22:35 pm
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.

What happened when you tried it out?

I'm not aware of any reason it wouldn't work with Dwarf Therapist. In the unreleased Dark Towers 34_11 version it worked normally. Haven't tried it with 40_14 yet myself.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: Rahk on October 29, 2014, 07:55:01 pm
It works fine for me.  What version of Dark Ages are you running?  And are you using the appropriate version of Therapist with it? 
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: Merijeek on October 30, 2014, 08:45:26 am
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)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: Rammok on October 30, 2014, 10:43:36 am
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)

The Ironhand version is 12MB. The ASCII version is 10MB.

There is no launcher yet, but you should at least notice graphics during world generation, if not the main menu. Otherwise you somehow installed the ASCII version?

Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: Forwe on October 31, 2014, 04:55:21 pm
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".
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_14]
Post by: Akhier the Dragon hearted on October 31, 2014, 07:40:18 pm
   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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_14]
Post by: GM-X on October 31, 2014, 09:30:29 pm
[R2_40_14] Released - Quick Fix:  http://dfdarkage.com/download.html (http://dfdarkage.com/download.html)

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".

Thank you. Fixed. You can just move your save game on over to the new version.

   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.

Thank you. You can move your saved game over to R2_40_14 as well. It also fixes graphics for stepladders.

The best way to experience the new content is using tab on the embark finder. This way you can get a clear idea of what civs you will encounter. Also, Legends Viewer allows you to carefully research your embark site in advance. Somewhat of a spoiler but it's the best way to find an "ideal" embark.

I didn't see your Reddit posts, although I noticed one comment was missing.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_14] <Stepladder Fix>
Post by: Akhier the Dragon hearted on October 31, 2014, 09:35:31 pm
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 is
Spoiler (click to show/hide)
If that isn't what you see then I probably need to talk to a mod over there.

Anyway many thanks for the update and info!
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_14] <Stepladder Fix>
Post by: GM-X on October 31, 2014, 09:38:53 pm
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 is
Spoiler (click to show/hide)
If that isn't what you see then I probably need to talk to a mod over there.

Anyway many thanks for the update and info!

I was wondering about this earlier. I show 4 comments on the post. Only three comments are displayed. None are marked deleted.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_14] <Stepladder Fix>
Post by: Akhier the Dragon hearted on October 31, 2014, 09:41:52 pm
Sigh, yeah I go and log out and suddenly my comment isn't there anymore. Guess it is time to talk to someone.

Edit: Apparently I don't exist on Reddit anymore. When logged in on my account I see all my stuff such as my user page but log out and the page no longer exists. Now this is quite annoying as it isn't just r/DF where I am being shadow banned or whatever but reddit as a whole. Though at least that tells me why no one has commented on my stuff for a bit.

Final Edit: Apparently yes I am ShadowBanned and it has been for probably about a month. Quite annoying *sigh*
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_14] <Stepladder Fix>
Post by: Akhier the Dragon hearted on November 01, 2014, 12:17:13 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_14] Fix#2
Post by: GM-X on November 01, 2014, 11:57:55 am
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.

No need to be sorry. It is amazingly easy for me to break or forget things. That said, I uploaded a version that should fix stepladders the rest of the way. Still calling this R2_40_14 but I updated the release date.

[R2_40_14] Released - Quick Fix #2:  http://dfdarkage.com/download.html (http://dfdarkage.com/download.html)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: GM-X on November 10, 2014, 02:43:29 am
Dark Ages: Mythos of Rammok [R1_40_15]
"Dark Age has fallen upon the world of Dwarf Fortress."
Website: http://www.dfdarkage.com (http://www.dfdarkage.com)
Description:  Nature is in revolt. War is afoot. Cataclysm and mysticism have converged. The forces of darkness wear many disguises. Who will withstand Rammok, god of twilight?
Download: http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)
Changelog: http://dfdarkage.com/changelog.html (http://dfdarkage.com/changelog.html)
(http://1.bp.blogspot.com/-iAGBb1mW_pc/UjZOqUr9Y4I/AAAAAAAAAh8/5A3tOO1OB00/s640/Dwarf-Fortress-Blog-The-Mythical-Domain-Spellarmor-Tower-ISOWorld-1AA.jpg)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Bloax on November 10, 2014, 03:50:02 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Rammok on November 10, 2014, 11:58:40 am
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?

Shadows are the most tweaked race. Your feedback makes me want to give them weapons and slow them down a notch.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Lord_lemonpie on November 10, 2014, 01:05:59 pm
Oooh i love this mod, got here from reddit. After reading through the first page i saw Cave Lynx as one of the new pets, which reminded me of something i created ages ago (http://www.bay12forums.com/smf/index.php?topic=127552.msg5249014#msg5249014)(2nd creature). I guess great minds think alike :3.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Bloax on November 10, 2014, 02:32:37 pm
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.
except obviously that doesn't matter when you're fighting something that is just about impossible to hit
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Rammok on November 10, 2014, 03:03:20 pm
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.
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Akhier the Dragon hearted on November 11, 2014, 02:33:40 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Bloax on November 11, 2014, 04:58:22 am
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.
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.
It slowed me down somewhat, but not much beyond that.
They could use a nerf if anything, and I wouldn't mind if they hit harder and were hard to hit instead of being utterly impossible to hit whilst only killing you through wrestling for absurd amounts of time.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Rammok on November 11, 2014, 01:36:23 pm
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
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: CaptainArchmage on November 11, 2014, 05:56:35 pm
Found this but have not had a chance to play yet. I’m thinking maybe you should make a standalone release of just the raws that need to be changed, unless DFHack required to play this; some of us like to mix and match, and for Mac and Linux players it’s much better.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_15]
Post by: Akhier the Dragon hearted on November 12, 2014, 04:57:47 am
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
   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.

Edit: Still haven't put up walls (https://www.youtube.com/watch?v=Zp7dZ5oGwpw) though instead of punish me it sent something interesting that the title somewhat gives away.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: GM-X on November 16, 2014, 02:15:15 am
Dark Ages: Mythos of Rammok [R1_40_16]
"Dark Age has fallen upon the world of Dwarf Fortress."
Website: http://www.dfdarkage.com (http://www.dfdarkage.com)
Description:  Nature is in revolt. War is afoot. Cataclysm and mysticism have converged. The forces of darkness wear many disguises. Who will withstand Rammok, god of twilight?
Download: http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)
Changelog: http://dfdarkage.com/changelog.html (http://dfdarkage.com/changelog.html)
(http://1.bp.blogspot.com/-iAGBb1mW_pc/UjZOqUr9Y4I/AAAAAAAAAh8/5A3tOO1OB00/s640/Dwarf-Fortress-Blog-The-Mythical-Domain-Spellarmor-Tower-ISOWorld-1AA.jpg)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: rmblr on November 16, 2014, 06:53:19 am
Another request for a raw a release so us Linux folk can play. This looks awesome? Mythos in DF? Sounds like sanity blasting fun!

If there are any DF hack plugins that need compiling or if you need any help packaging for Linux or OS X, consider this a volunteer offer! I'd love to help out.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: Akhier the Dragon hearted on November 16, 2014, 12:27:24 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: Akhier the Dragon hearted on November 19, 2014, 04:01:24 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: Rammok on November 19, 2014, 07:30:18 pm
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.

Interesting. I was shocked when that Silver Dragon didn't kill everything in sight too. I think it just didn't spot your Dwarves flying way up there.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: Malecus on November 20, 2014, 02:30:00 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: rmblr on November 20, 2014, 04:30:25 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: Akhier the Dragon hearted on November 20, 2014, 04:42:41 am
Quote from: http://www.dfdarkage.com/ Third Bullet Point
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: Rammok on November 20, 2014, 04:23:51 pm
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.

Thank you. You are the first to say so. Really wanted all changes to be as concise and well documented as possible.

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.

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.

Quote from: http://www.dfdarkage.com/ Third Bullet Point
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.

Dark Ages expands on Ironhand and adds some new graphics in the same art style. So some vanilla creatures that did not have Ironhand graphics do in Dark Ages, like turtles. The total added graphic tiles/links is around 100+ currently.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_16]
Post by: rmblr on November 21, 2014, 03:03:13 am
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.

If I copied these folders into a fresh vanilla DF install of the appropriate version, would you expect the mod to work? If I did the same but instead of a vanilla DF folder, a vanilla DF with another tileset installed, do you think it work? I ask, because I'm new to modding. So if I copied the files over and started playing, I wouldn't know if it was working or not heh.

Edit: alright, I'm giving this a go. I've taken a vanila DF Linux 40.16, downloaded the Dark Ages Win ASCII version. Completely replaced the data/ and raw/ directories in vanilla with the Dark Ages dirs. Generating a world now.

What is the difference between the Large Region Full Y250 and Large Region Half Y250 worldgen params?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: GM-X on November 29, 2014, 06:14:33 pm
Dark Ages: Mythos of Rammok [R1_40_19]
"Dark Age has fallen upon the world of Dwarf Fortress."
Website: http://www.dfdarkage.com (http://www.dfdarkage.com)
Description:  Nature is in revolt. War is afoot. Cataclysm and mysticism have converged. The forces of darkness wear many disguises. Who will withstand Rammok, god of twilight?
Download: http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)
Changelog: http://dfdarkage.com/changelog.html (http://dfdarkage.com/changelog.html)
(http://1.bp.blogspot.com/-iAGBb1mW_pc/UjZOqUr9Y4I/AAAAAAAAAh8/5A3tOO1OB00/s640/Dwarf-Fortress-Blog-The-Mythical-Domain-Spellarmor-Tower-ISOWorld-1AA.jpg)
Nov-29-14 Changelog
Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Jimexmore on November 30, 2014, 12:33:09 am
damn you need to fix the ascii release it's talking about Ironhand not found WTF
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: GM-X on November 30, 2014, 03:37:42 am
damn you need to fix the ascii release it's talking about Ironhand not found WTF

Okay, I see what went wrong. :-X

Uploaded the fixed ASCII version: https://www.dropbox.com/s/jixt674oh61pxs7/Dark_Ages_ASCII_Win_R1_40_19.zip?dl=0
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Akhier the Dragon hearted on November 30, 2014, 01:15:49 pm
   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".
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: GM-X on November 30, 2014, 03:04:22 pm
   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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: rmblr on December 01, 2014, 10:25:27 am
GM-X, I'm working on a working linux distribution of Dark Ages.

Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Knight Otu on December 01, 2014, 12:28:52 pm
   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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: rmblr on December 02, 2014, 05:00:18 am
I also experienced the mysterious Nothing creature. I noticed a few minutes earlier that a druidic peregrine falcon was in the units list.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Rammok on December 02, 2014, 05:21:53 pm
   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.

I've confirmed that druidic animals do in fact have names and caste names. Actually, the caste names need to be updated but they are there.

Might this be due to transformations? Not seen it happen with any other creatures yet.

Edit: Okay, I found the problem. Will fix in next update.

I also experienced the mysterious Nothing creature. I noticed a few minutes earlier that a druidic peregrine falcon was in the units list.

I plan to post the raws very soon. The guidebook is a ways off. I don't even have a rough estimate at this point.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Rammok on December 03, 2014, 04:44:56 pm
Two Wendigo vs. Fort: (skip to 42:20)
https://www.youtube.com/watch?v=zc7hYf3YbUU&list=UUsLv1nM_Vaq-jRyP-XeUl5Q (https://www.youtube.com/watch?v=zc7hYf3YbUU&list=UUsLv1nM_Vaq-jRyP-XeUl5Q)

@Akhier the Dragon hearted - I'm scared when one Wendigo shows up.

Two Wendigo can be devastating. I'm far from a master of fort defense, but a map central entryway with walls is basically essential for early survival.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: rmblr on December 03, 2014, 04:56:43 pm
Wamiwi Denacoru Vimeba Irada, the mythical, enchanted, fire breathing Black Dragon just showed up at my fort.  :o First year, late summer. Livestock on the surface, one bridge guarding entrance hall but no lever hooked up. Dear god.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Akhier the Dragon hearted on December 04, 2014, 08:03:09 am
  I have noticed that a lack of defense tends to come back and bite me. Of course this leads to a bad end for me which while FUN isn't quite as fun as clawing my way back. On the other hand a bad end is good video. I will of course try to be more defensive but I am easily distracted by other things.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: rmblr on December 04, 2014, 08:51:04 am
Akhier, I've enjoyed your videos!

What do you think about putting together a short collection of recordings introducing the various Dark Ages differences from vanilla mode (workshops, magic etc)? As sort of a tutorial set.. The lack of guidebook or docs for this mod is frustrating hah.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Akhier the Dragon hearted on December 04, 2014, 09:27:22 am
It would be interesting but I am probably more in the dark then you. All I have seen is a few monsters really.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: Rammok on December 05, 2014, 12:29:40 pm
The same methods employed to defend a vanilla Fort are essential in Dark Ages. I'll post these links on the site later too.

Defense Guide: http://dwarffortresswiki.org/index.php/DF2014:Defense_guide (http://dwarffortresswiki.org/index.php/DF2014:Defense_guide)
Security Design: http://dwarffortresswiki.org/index.php/DF2014:Security_design (http://dwarffortresswiki.org/index.php/DF2014:Security_design)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: rmblr on December 06, 2014, 05:44:50 am
Aside from the Nothing attack similar to Akhier's. I've been having fun playing in Linux on a 9999 pocket.

Vherid's Sorrow and Fallen colors schemes are awesome with this mod too.

Can't wait for the guidebook, or any sort of docs that explain more about this awesomeness.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: rmblr on December 06, 2014, 06:17:11 am
What are the differences between the advanced worldgen params   -FULL and -HALF?

Also: unless you intentionally decreased the EMBARK_POINTS, your worldgen settings don't have enough. Default 40.19 worlds have [EMBARK_POINTS:1504], this increased recently (around 40.14?).

Also, any chance that you will support an ASCII-esque tilepack? I love the nice polish of some of them particulary: GrimFortress and Wanderlust. Is it much work to support a new one?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: rmblr on December 07, 2014, 03:34:44 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: GM-X on December 07, 2014, 07:05:09 pm
Dark Ages: Mythos of Rammok [R2_40_19]  [LNP_r2]
"Dark Age has fallen upon the world of Dwarf Fortress."
Download: http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)
Description: Nature is in revolt. War is afoot. Cataclysm and mysticism have converged. The forces of darkness wear many disguises. Who will withstand Rammok, god of twilight? [Dark Ages is a horror + vanilla mod. No vanilla content is removed. DFHack is not required for operation.]
Website: http://www.dfdarkage.com (http://www.dfdarkage.com)
(http://4.bp.blogspot.com/-qAaInhnvkv0/UpE5cBOnIOI/AAAAAAAAAuQ/Rzl_zzSCYcA/s640/Dwarf-Fortress-Blog-The-Land-of-Visions-Kingdom-of-Unions.jpg)
Dec-7-14 Changelog:
-Integrated with 0.40.19 Starter Pack R1/2 by PeridexisErrant.
-Pickaxe crafting in Fortress mode, using the Woodshop.
-Added Mystical Serpents: Strigoi Serpent Worm & Magi Serpent.
-Wizards can be (enslaved) Exotic Pets, like Fates.
-Druid transformation animals no longer appear in nature.
-Druid animals appear with correct caste names.
-Dire Great White Sharks enhanced. (More beaching too.)
-Demon dogs enhanced.
Complete Changelog: http://dfdarkage.com/changelog.html (http://dfdarkage.com/changelog.html)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_19]
Post by: GM-X on December 07, 2014, 07:29:59 pm
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.

Those screens look great. Very atmospheric.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: rmblr on December 08, 2014, 04:14:02 am
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

Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: Rahk on December 08, 2014, 09:04:07 am
I believe the only difference in the Half vs Full is the number of years of history.    Well got that wrong.  Guess I should have checked before I posted.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: Rammok on December 08, 2014, 12:43:57 pm
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.

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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: Rammok on December 08, 2014, 12:47:01 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: Rahk on December 08, 2014, 12:53:12 pm
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.

Unfortunately, I had actually stopped using Spacefox, just because I didn't have enough time to really merge the new versions in.  I've actually just decided to use your Ironhand version since it was simpler for me.  It should be fairly straightforward to merge your new changes in, but some of the new items like the stepladder and what not will have to be made.  I'm not sure if there is a new Spacefox version for 40.19, I haven't had a chance to look.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: rmblr on December 08, 2014, 02:56:22 pm
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.

Super! Thanks for the answers and for all the work, loving the mod :)

Thanks for posting your stuff up. When/if you do zip up Linux versions, I'll be happy to post them.

Will do :) I'm just not 100% confident its right, that's why I'm waiting for the raws only version.

Actually, is the "Ascii Default" in the LNP/Graphics folder (in your latest LNP release) the raws only version? My "working" linux version is that directory copied into the DF linux folder.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: HARD on December 08, 2014, 03:15:57 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [Starter Pack 1]
Post by: GM-X on December 09, 2014, 12:43:39 am
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.

Running default. Try again using the Ironhand Dark Ages tileset. If the problem persists, turn off dfhack and try again. If it still hangs, I have no idea what is going on. Coins aren't modded either.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: rmblr on December 09, 2014, 04:57:35 am
(http://imgur.com/UuC0AlJ.png)

(https://i.imgur.com/ouLGA9x.png)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: HARD on December 09, 2014, 07:58:07 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: rmblr on December 09, 2014, 08:49:25 am
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
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: Rammok on December 09, 2014, 11:37:52 am
(http://imgur.com/UuC0AlJ.png)

(https://i.imgur.com/ouLGA9x.png)

100% awesome.

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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: HARD on December 09, 2014, 11:45:59 am
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?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: rmblr on December 09, 2014, 12:14:48 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: Rammok on December 09, 2014, 12:46:53 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: rmblr on December 09, 2014, 01:47:57 pm
Weren't you running DA prior to the LNP without DFHack? And I thought you were running your own Linux build.

I was running DA prior to the R2 LNP release, but with DFHack.. precisely because I was running my own Linux build. I built DA from a vanilla DF installation by copying in DFHack and the DA raws from the Windows ASCII release.

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 have been using DFHack this whole time (since 40.16). I will go play the first 40.19 release for awhile with DFHack and see if it crashes!
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: Rammok on December 09, 2014, 02:37:22 pm
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?

You are running Windows right? And, if you turn off DFHack and gen a world and run it, you are getting crashing on saving?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: HARD on December 09, 2014, 05:53:41 pm
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?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19_LNP_r2]
Post by: GM-X on December 10, 2014, 09:33:31 pm
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?

Currently, only Legendary Dwarfs and vanilla Dwarfs are playable in Fortress mode.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: GM-X on December 10, 2014, 09:37:09 pm
Dark Ages: Mythos of Rammok [R2_40_19] [LNP_r2]
(Only updates a few default settings of the Starter Pack.)
Download: http://dfdarkage.com/download.html (http://dfdarkage.com/download.html)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: rmblr on December 16, 2014, 12:30:16 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: Rammok on December 16, 2014, 04:04:33 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Akhier the Dragon hearted on December 16, 2014, 04:13:45 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Rammok on December 16, 2014, 04:25:48 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Akhier the Dragon hearted on December 16, 2014, 06:27:56 pm
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.

Ah, that is interesting to know. Makes me somewhat sad about mine though admittedly not as much than if I had a breeding pair of them.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: GM-X on December 17, 2014, 02:38:53 am
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'll add a new large region advanced world parameter that will hopefully help.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNPr1]
Post by: rmblr on December 17, 2014, 03:42:56 am
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 was not using DFHack and the preset was the default medium-full-y175. Also the crashes don't happen during generation itself but during the offloading part after generation. The worldgen crashes aren't so annoying as it happens < 50% of the time.

Thanks for testing my save. I'm going to play a new world today with DFHack off and see if I have instability issues.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Akhier the Dragon hearted on December 17, 2014, 08:13:07 am
Yeah, crashes during saving are the other crash I get. Lost a bit of time on a number of my LP's because of it. With me the problem is that I end my recording and then save the game. This understandably maxes the hell out of my computer as it is trying to save all the shenanigans in DF as well as generally over an hour of 720p shenanigans on my part. I would like to point out though that these are possibly because of the same reason as the world gen crashes. Because of how Toady changed it there is actually a bit of activity going on in the world while you play it sorta. You might notice the dwarven diplomat will sometimes bring news of stuff happening? Well the longer you go between saving the more events can build up and I have noticed the world seems to take our interference somewhat badly. I had one world where unconnected with me everyone else went to war during my two forts in it. My nations ended up not at war but wars went from no active ones at the start to over 3 times the most concurrent wars at any previous point.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: rmblr on December 17, 2014, 09:10:46 am
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Rammok on December 17, 2014, 11:52:39 am
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.

Crashing on saving is alarming. I wonder if saving every hour or so will have any impact. I'll make a new set of leaner world gen parameters that may help.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: rmblr on December 17, 2014, 01:37:40 pm
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

Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Rammok on December 17, 2014, 02:01:05 pm
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?

First I will say, these shops are not thoroughly tested. Virtually identical reactions all work fine in Adventure mode, but do let me know if something seems amiss.

1) The Gunshop in Dark Ages only requires an anvil. Is there a reason you want a magma forge?

2) The Alchemy shop allows you to produce gunpowder and essences. For gunpowder you will need brimstone. For essences you will need semi-mega beast, mega beast hearts, and monster hearts.

Essences can be cooked and eaten to gain temporary and (some) permanent buffs. 
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: rmblr on December 17, 2014, 04:37:24 pm
Does a gunsmith forge not require fuel? I haven't built one yet as I was on an embark without wood and I assumed it required fuel, so I didn't build it because I couldn't build it over magma.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: rmblr on December 18, 2014, 02:59:41 am
bug report:

Blood helemet seeds (spawn?) don't have a name in the z -> Kitchen -> Seeds menu

Spoiler: 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?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Akhier the Dragon hearted on December 18, 2014, 12:04:14 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Rammok on December 18, 2014, 12:28:03 pm
bug report:

Blood helemet seeds (spawn?) don't have a name in the z -> Kitchen -> Seeds menu

Spoiler: 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?

1) Bloodhelmet spores are not edible. That is intentional.
2) I checked the Firelock reaction. It is broken.

The firelocks fix won't require a new world. Have you managed to produce gunpowder at the alchemy shop?
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Rammok on December 18, 2014, 02:37:30 pm
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.

Actually. That is exactly how they should behave. Looking over the raws I'm not sure why they aren't. Unless flying somehow cancels sneaking.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Akhier the Dragon hearted on December 18, 2014, 02:52:59 pm
Ah, that would have been a bit of a tough situation for my dwarves. Are they some sort of megabeast type thing because that could be the problem. After all they get announced when they enter the map.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: rmblr on December 18, 2014, 03:08:43 pm
I can produce gunpowder and (steel) bullets without a problem, just the firelock's are broken thus far.

The bloodhelmet spores not being edible is fine, but the fact they show up completely blank in the list through me for a loop.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: CaptainArchmage on December 18, 2014, 08:14:09 pm
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.
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: rmblr on December 19, 2014, 02:24:14 am
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.

I'm maintaining a repo here just for that: https://github.com/Ramblurr/ASCII-DarkAges. Here's another repo with more graphics packs (https://github.com/Ramblurr/DAGraphics)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R2_40_19] [LNP_r2]
Post by: Akhier the Dragon hearted on December 19, 2014, 12:44:43 pm
I would just like to note that the latest DF release (.20) will probably fix some of the crashes people have been seeing as
Quote
Fixed crash related to armies failing to take over villages
Title: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_21] <Firelock/Fix>
Post by: GM-X on December 20, 2014, 01:34:36 am
Spoiler (click to show/hide)
Title: Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_22] <Firelock/Fix>
Post by: GM-X on December 21, 2014, 04:10:16 pm
Spoiler (click to show/hide)
Title: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R1_40_23] <update>
Post by: GM-X on December 26, 2014, 07:00:57 pm
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.23] <update>
Post by: Kristviljan on January 01, 2015, 07:03:49 pm
What are the silver blocks that certain monsters drop used for in adventure mode?
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: GM-X on January 02, 2015, 05:51:05 am
What are the silver blocks that certain monsters drop used for in adventure mode?

The blocks are intended to be fortress mode smelting loot. No current use for them in adventure mode.
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: GM-X on January 02, 2015, 06:00:47 am
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: Csponge on January 05, 2015, 08:10:38 am
Awesome mod. I love all the new creatures, specially the trainable ones. I've got a small meatshield army 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??
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: Rammok on January 05, 2015, 04:10:22 pm
Awesome mod. I love all the new creatures, specially the trainable ones. I've got a small meatshield army 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??

I'm looking into the siege issue: http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/ (http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/)

I have seen similar reports about vanilla 40.x in general, although I hoped the changes I made to world gen might help. Some undead sieges may be gimped until Toady releases 40.24. How old is your world and what size is it?

Legendary Dwarfs are meant to be remarkably strong, but when a small pack of Wendigo arrive, you may not think so. A smallish unskilled Ettin probably wouldn't do great versus a healthy Legendary Dwarf.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: Csponge on January 06, 2015, 01:31:00 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: Rammok on January 06, 2015, 04:30:57 pm
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.

Sounds awesome. You should totally document some reports in Stories or on Reddit. I would love to read them. And, don't hesitate to post any bugs or issues you happen across.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: hydragorgon on January 10, 2015, 07:06:16 pm
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)

Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: GM-X on January 11, 2015, 01:52:42 am
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)

It sounds like the Silver Dragon destroyed your bridge and traps. They can do that. Destroying the stairs would be weird. The glowing clothing could be debris. What are the details of those objects? And, does this happen with DFHack off?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: hydragorgon on January 11, 2015, 06:26:53 pm
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
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: Rammok on January 12, 2015, 12:19:34 pm
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

I'm glad you are enjoying it. I am 99% sure nothing I've modded could result in stairs being inaccessible. 

I strongly suspect that this is/was caused by DFHack as it has been know to cause weird errors with DA. Although, it could be a vanilla bug. What kind of hacks have you used if any?

If you are really enjoying that fort, you might just build a new entrance.

Oh and [R1] [40.24] should be out later tonight.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: HARD on January 13, 2015, 09:50:19 am
site is down can you provide me with some mirrors to download?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.23] <Wildlife>
Post by: Rammok on January 13, 2015, 02:29:05 pm
site is down can you provide me with some mirrors to download?

I can confirm that the site is up and running. Are you still having issues downloading?

Will most likely release [R1][40.24] tonight, if you just want to wait.
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: GM-X on January 16, 2015, 04:57:02 am
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <Fort Pets>
Post by: HARD on January 16, 2015, 10:54:29 am
try to run, get an not found data/art/ironhand.png error
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <Fort Pets>
Post by: Rammok on January 16, 2015, 11:24:17 am
try to run, get an not found data/art/ironhand.png error

Thank you for pointing this out! I will fix this tonight asap. For now, copy all the contents of Iron [R2] [40.23] data/art/ folder into Iron [R1][40.24[ data/art folder.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <Fort Pets>
Post by: GM-X on January 16, 2015, 08:48:45 pm
try to run, get an not found data/art/ironhand.png error

Okay, issues starting the Ironhand version are resolved.

Dark Ages: Mythos of Rammok [IRON][PC][R1][40.24]: https://www.dropbox.com/s/kuguq0tncuh4h2n/Dark_Ages_Iron_Win_R1_40_24.zip?dl=0 (https://www.dropbox.com/s/kuguq0tncuh4h2n/Dark_Ages_Iron_Win_R1_40_24.zip?dl=0)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: PK1312 on January 21, 2015, 02:23:53 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Rammok on January 21, 2015, 03:53:29 pm
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.

Thank you. The plan is to flesh out the basic documentation on the website, then move on to the guidebook after that. Now that updates from Toady have slowed, that is the priority.

About the aquebus. Have you tried assigning them as a special squad with an archer uniform? Apart from not having cartridges, I'm not sure why they wouldn't use it the same way as a crossbow.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Akhier the Dragon hearted on January 21, 2015, 06:32:20 pm
Quick question as I can't find where it is talked about. What does the Overseer position do?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Putnam on January 22, 2015, 01:16:02 am
AFAIK it's for succession games to show who have been players.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Akhier the Dragon hearted on January 22, 2015, 01:17:21 am
That is clever, does it do anything or is it just a blank position for that purpose?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: GM-X on January 22, 2015, 01:46:25 am
That is clever, does it do anything or is it just a blank position for that purpose?

In Dark Ages they are punishment exempt, responsible for building moral, exported in legends, and require a tomb.

Also Akhier, I think you are currently playing Dark Ages without the Dark Ages tileset on your YouTube. Slap copy the graphics folder into your saved raws and the magic is back on.

A general warning about advanced world gen parameters too:
It's safe to lower the number civs, change the stop year (mostly), however, I advise against changing any other settings. It will almost certainly remove content. For example, secrets always need to be set to "0" during world gen.

If you are having trouble with extinctions, sieges, etc. let me know so I can alter the mod to resolve it. Exactly how sieges work in DF40.24 is a matter of interest: http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/ (http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Akhier the Dragon hearted on January 22, 2015, 02:00:19 pm
   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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Rammok on January 22, 2015, 02:14:53 pm
   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.

Oh and for sure, you have an awesome world gen there. And your current fort is a gem. Just wanted to let you know some things looked amiss. Mainly, you are playing a vanilla heavy Dark Ages.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Akhier the Dragon hearted on January 22, 2015, 02:38:39 pm
   Today is actually my last video for the fort sadly. The FPS is too low for recording purposes. As for the world gen its mostly a matter of me spending a day on it. You will be surprised at what worlds you can find when you spend the time. I think I might be going to .24 tomorrow and see what I can do with it.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Razorsharp on January 22, 2015, 10:36:13 pm
what 3D isometric mod is in OP pic?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Putnam on January 23, 2015, 12:05:50 am
isoworld
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Akhier the Dragon hearted on January 23, 2015, 12:57:20 am
   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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R1][40.24] <2015>
Post by: Rammok on January 23, 2015, 11:44:06 am
what 3D isometric mod is in OP pic?

What Putnam said. Also that particular image has some slight photoshop touch ups.

   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.

Work has gone into boosting populations in tundra and glacier biomes. I would avoid removing poles if you are planning to embark in one of those biomes.
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.24] <Fire & Ice>
Post by: GM-X on January 26, 2015, 12:44:00 am
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.24] <imgur>
Post by: GM-X on January 30, 2015, 04:30:32 pm
So I've started to collect screen shots and maps produced over the 1.5 years of Dark Ages development. Some are new, some have appeared on the blog, but now they are better explained and rendered with more clarity. Eventually, I will post vol.2 which will start to highlight Dark Ages embarks.

Dark Ages: Mythos of Rammok Vol. 1 on imgur: http://imgur.com/a/SgM2G#0 (http://imgur.com/a/SgM2G#0)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R2][40.24] <imgur>
Post by: Cryxis, Prince of Doom on February 01, 2015, 02:09:19 am
Ptw
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: GM-X on February 02, 2015, 03:29:57 am
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: Baijiu on February 02, 2015, 08:42:00 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: Rammok on February 03, 2015, 01:16:19 pm
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.

On my little river embark, I spotted three Chasm Aboleth swimming around near one Alligator Snapping Turtle. I moved the embark crew a "safe" distance away and hoped they would get ignored.

Designated some mining areas, oversaw some digging. Scrolled back over. Six Legendary Dwarves, all livestock, and one Chasm Aboleth were dead.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: 12oz Jesus on February 03, 2015, 02:36:07 pm
Is R3 save game compatible with R2 or do I have to re-gen a world?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: Rammok on February 03, 2015, 02:53:20 pm
Is R3 save game compatible with R2 or do I have to re-gen a world?

It will work. You could also copy and paste the new raws into your saved game raw folder too. You would still need to re-gen to fully access the update though, since it changes populations.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: Baijiu on February 04, 2015, 04:13:53 am
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)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: Rammok on February 04, 2015, 11:53:03 am
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)

Slap copy the init.txt in the data folder from [R2] (or vanilla) into the data folder of [R3]. I'll update the ASCII version tonight.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege Boost>
Post by: GM-X on February 05, 2015, 12:57:18 am
This should resolve the ASCII display issue.

Dark Ages: Mythos of Rammok [ASCII][FIX][PC][R3][40.24]: https://www.dropbox.com/s/xjscd108zawpoz4/Dark_Ages_ASCII_Win_R3_40_24.zip?dl=0 (https://www.dropbox.com/s/xjscd108zawpoz4/Dark_Ages_ASCII_Win_R3_40_24.zip?dl=0)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege>
Post by: Baijiu on February 07, 2015, 05:35:49 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege>
Post by: GM-X on February 07, 2015, 07:11:22 pm
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.

I am looking in to this issue further.

Good question. The highest ranking Wizard (currently) is a Count. However, there does appear to be an issue with them appearing. I'm updating them now.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege>
Post by: TimuDjinn on February 08, 2015, 07:04:45 pm
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?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege>
Post by: GM-X on February 09, 2015, 03:50:34 am
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?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: GM-X on February 09, 2015, 04:53:43 am
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Rex Invictus on February 09, 2015, 05:13:03 am
Chrome's being stupid:

(http://i.imgur.com/whXCBpX.png)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege>
Post by: TimuDjinn on February 09, 2015, 09:03:57 am
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?
Also
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R3][40.24] <Siege>
Post by: Rammok on February 09, 2015, 12:30:49 pm
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?
Also
Spoiler (click to show/hide)

I think Chrome hates it due to it being released so recently. Definitely scan it but I've been uploading exe's since September and no virus complaints yet.

There is a problem with producing the balm leaves. And a weirder problem with the availability of mega-hearts at the market.

Spoiler (click to show/hide)
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Quick Fix>
Post by: GM-X on February 11, 2015, 03:30:15 am
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?
Also
Spoiler (click to show/hide)

1) Okay. I uploaded a quick fix for alchemy balms. This should resolve the alchemy issues in both Adventure and Fort mode. Just slap copy the new objects folder into your saved game objects folder. No new world-gen required.

2) The vision cone problem is a known issue with Ironhand. Apparently they do work in other tilesets, so this may be fixable. I've looked into it a few times, but no solutions have been forthcoming.

NOTE: The pre-generated world "Creteteyo" has also been quick fixed. This is a hyper historic world with a booming Dwarf population. One of my favorites in hundreds of surveyed worlds. I plan to survey and report on it sometime soon.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Max™ on February 12, 2015, 03:13:54 am
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.
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: GM-X on February 13, 2015, 01:14:41 am
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.

I did a review of elder and master vampires and I've already started to make adjustments, like blood sensing and boosting the population of Master Vampires. So players can thank Max™ for the vampire love coming in R5!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Edmus on February 14, 2015, 07:30:17 pm
Is anyone else getting the ASCII version flagged as malicious?  :-\
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Putnam on February 14, 2015, 09:36:37 pm
Your antivirus is overzealous.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Edmus on February 14, 2015, 10:22:09 pm
Your antivirus is overzealous.
It's not even my antivirus, my browser itself is having stern words. Nothing wrong with the ironhand version though.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Rammok on February 17, 2015, 01:01:42 pm
Your antivirus is overzealous.
It's not even my antivirus, my browser itself is having stern words. Nothing wrong with the ironhand version though.

Chrome doesn't like how new the ASCII file is. It was updated more recently than the ironhand upload. 
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Rammok on February 18, 2015, 01:48:58 pm
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
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Knight Otu on February 18, 2015, 02:13:24 pm
Do you have a link for the crashing raws? I can't promise anything, but I can try look at the thing at least.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Rammok on February 18, 2015, 04:03:21 pm
Do you have a link for the crashing raws? I can't promise anything, but I can try look at the thing at least.

Thank goodness. I'll try to post [R5] tonight.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Buel on February 18, 2015, 04:57:24 pm
Accidentally posted my question on the old one. How does one get the gunsmith forge and alchemy shop? Blue prints or?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Max™ on February 18, 2015, 10:26:18 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Rammok on February 19, 2015, 02:36:24 pm
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.

I'm doubtful about the vampire changes being problematic. And yeah [R4] works like a charm.

Do you have a link for the crashing raws? I can't promise anything, but I can try look at the thing at least.

Didn't post yet, but I discovered a weird thing... I really don't get. I added Vampire Bats that carry the lesser vampire curse. When I remove mountain biomes and forest biomes (there were way too numerous) [R5] crashes every single time early in world gen.

I've seen crashing before when overpopulating biomes, but never from reducing populations. And this mainly impact small worlds.  :-\
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: Knight Otu on February 19, 2015, 03:06:10 pm
That is weird. I can't say I've observed crashing from a lack of biomes before.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R4][40.24] <Wizards>
Post by: GM-X on February 21, 2015, 03:12:26 pm
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

This issue has been resolved. Excessively old domestic animals and the extreme popularity of Vampire Bats among evil races was breaking the world. Not anymore! A large update is incoming.
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: GM-X on February 21, 2015, 07:11:19 pm
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Buel on February 23, 2015, 09:15:15 pm
So i am just using this mod, and its not appearing in LNP. :C Am i doing something wrong?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: GM-X on February 24, 2015, 01:21:38 am
So i am just using this mod, and its not appearing in LNP. :C Am i doing something wrong?

If you don't see a "starter pack launcher (pylnp).exe" file after you unzipped the download, then check your antivirus quarantine. It may have been bounced there.  ::)   
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Buel on February 24, 2015, 07:43:27 am
Its there, but i dont see a mods tab! D:
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Max™ on February 24, 2015, 10:17:21 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Rammok on February 24, 2015, 11:57:33 am
Its there, but i dont see a mods tab! D:

Oh okay. The mod is already fused right in. No need to do anything else.  ;)

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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Buel on February 24, 2015, 02:34:40 pm
Oh okay. But how come they are not popping up in the civ tab?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Max™ on February 24, 2015, 11:48:24 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Rammok on February 25, 2015, 06:42:47 pm
Oh okay. But how come they are not popping up in the civ tab?

If you don't see Dark Ages civs after world gen, I recommend that you unzip the LNP again to a new folder and try again. Let me know if it works.

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.

You raise a good point. Fort mode vampires seem to play by a special set of rules. Adding to that, most interactions are not used during world gen. So plagues don't spread, and dragons don't breathe fire.

Wondering if I add a specific power to creates vampire minions if you will be able to convert folks in adventure mode. Next release.  ;)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Max™ on February 26, 2015, 02:37:56 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Buel on February 26, 2015, 09:06:59 am
I've primarily just unzipped it to the desktop but, I will make a folder on the desktop of some sort and let you know the results.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Buel on February 26, 2015, 09:34:16 am
Okay, I made a folder on the desktop and now it somehow works!? Weeeird, but thanks dude for the help! I look forward to fighting aboleths!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Rammok on March 03, 2015, 01:20:11 pm
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.

Okay, I've managed to get vampires to spread their curse during world gen. Seldom and the new vampires are typically destroyed by their masters, but it can't happen in vanilla so this is something.

Also making big improvements to dragons, lich, and more. [R6] is incoming. Should be posted by late tonight. 
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: wickys on March 04, 2015, 09:01:32 am
How do I get dwarves icons back to the usual ascii smileys. It looks like this now http://i.imgur.com/wa27MUf.jpg
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Putnam on March 04, 2015, 04:10:20 pm
GRAPHICS:OFF in data/init.txt
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: Shellcore on March 04, 2015, 07:47:18 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R5][40.24] <LNPr5>
Post by: GM-X on March 05, 2015, 04:24:40 am
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.

Confirmed. Thank you. Only Ironhand & ASCII will actually include Dark Ages. :(

For now, copy the "objects" folder from LNP>Graphics>ASCII and paste it into the Dwarf Fortress 0.40.24>raw> folder.

This will be fixed in [R6]. I thought it would be released tonight, but sleep has just won. Zzz.
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons-Old>
Post by: GM-X on March 07, 2015, 05:19:12 pm
Spoiler (click to show/hide)
[/spoiler]
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Max™ on March 07, 2015, 10:00:20 pm
I didn't think of trying a direct "bites" vamp curse interaction, awesome.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: wickys on March 08, 2015, 10:30:47 am
Do I need to gen a new world for the update or can I transfer my saves
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: GM-X on March 08, 2015, 05:06:01 pm

Do I need to gen a new world for the update or can I transfer my saves
About Save Game Transfers
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: tenach on March 08, 2015, 06:03:19 pm
Here's another offer for helping with a Linux version!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: HARD on March 09, 2015, 02:53:59 pm
I get crashes every time i try to gen a new world. Any way to fix it?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on March 09, 2015, 03:27:28 pm
I get crashes every time i try to gen a new world. Any way to fix it?

Small worlds crash the most often. You may want to turn off DFHack if you turned it on. Large worlds are the most stable, but medium Fire & Ice worlds are typically quite stable as well.

When in world gen is it crashing, and what tileset are you using? If you can't get a single world to gen then something is amiss.

I did post a new world on the download page. I personally have had no more trouble with world gen in [R6] than I did in [R5].
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Max™ on March 09, 2015, 08:56:42 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on March 10, 2015, 04:30:54 pm
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.

It works fine on Linux so long as no copying mistakes are made. I just haven't posted a Linux or Mac version yet.

I haven't posted raws separately either. The only thing one needs to do is copy over the ini/speech folder, world gen parameters, and the objects folder, and you are set.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: HARD on March 12, 2015, 07:53:56 pm
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?

(http://oi61.tinypic.com/350sa4x.jpg)

Looks like that, its blank, had it on save uploaded by you and also on the world generated by me
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Derth on March 12, 2015, 10:19:40 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on March 13, 2015, 11:22:59 am
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

Wow. You have all the fun problems.

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.

I can see changes have been made to the ini because your FPS is showing and running at 75. Try to unzip the install again and run default settings. I can confirm there is no problem with military or administration screens running default.

I will look into this further tonight.

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.

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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Max™ on March 13, 2015, 12:38:21 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on March 13, 2015, 01:51:20 pm
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.

So it sounds like vampire curses spread as follows: I have another work around for [R7]. It won't be as elegant, but it will work.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Knight Otu on March 13, 2015, 03:41:32 pm
I'll check into the problem later. Maybe I can find something.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Putnam on March 13, 2015, 03:45:23 pm
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).
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Derth on March 13, 2015, 04:20:30 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on March 13, 2015, 04:40:24 pm
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).

Yeah, he said something similar was happening on both Noble and Military screens. I can think of way it would happen with Nobles, but that seems very unlikely too. 

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.

Thank you for the research, and you are correct. Crafting requires actual bone material. Although I will take a look at adding metal bone crafting.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Max™ on March 13, 2015, 08:11:29 pm
Like an expedition leader and such, without one there is nobody to assign the other jobs.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: NukeACitrus on March 14, 2015, 11:31:59 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on March 16, 2015, 11:54:33 am
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.

Glad this was resolved, however for future reference: if you don't see a "starter pack launcher (pylnp).exe" file after you unzip the download, then check your antivirus quarantine. Good chance it was bounced there.
Title: Dark Ages [mod] and Dwarf Fortress 41.x
Post by: GM-X on March 21, 2015, 01:44:27 am
Quote
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/)

Like DF 40.x in general, the latest devlog posted by Dr. Toady One is basically where Dark Ages wants to live. Libraries, taverns, temples, adventurers joining forts, randomized values, poetry - all potentially bring more world gen history to Fort mode.

Quote
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

The size of worlds is already a significant factor in Dark Ages. History is paused in the Age of Myth intentionally. Mainly because this is when the most content is available and history has the most cards to play. It's also why large worlds are more stable.

Quote
So you knew you were getting libraries, right?

I have been adding spellbooks and libraries to Dark Ages as of 3/18 from Eric Blank's Spellcrafts Mod - Basic Magic in Dwarf Fortress mod for inclusion with [R7].

Needless to say, I'm very excited about the next release of Dwarf Fortress.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: CawawaC on March 21, 2015, 03:45:59 pm
Hi Urists !

A graphics issue is driving me crazy, and I don't know what it is related to : some tiles are replaced by others (bauxite walls have become engraved floor tiles, conglomerate walls are boulders, etc.).
Doesn't seem to come from TWBT, and happens with any graphics set.

Does anyone know how to solve this ?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Putnam on March 21, 2015, 04:09:10 pm
It's a raw issue caused by installing and then improperly uninstalling a graphics set.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: CawawaC on March 21, 2015, 04:21:08 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: GM-X on March 21, 2015, 08:23:41 pm
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!  ::)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: CawawaC on March 22, 2015, 08:33:47 am
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!  ::)

Thanks ! That worked !
Good luck fixing it :)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: mcolombe on April 06, 2015, 07:43:32 pm
This mod looks very cool,indeed.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on April 27, 2015, 01:52:31 pm
This mod looks very cool,indeed.

Thank you.  :)

Wanted to let everyone know [R7] is incoming! Should be released by midnight tonight. Mostly it contains bug fixes and an update to the latest Starter Pack.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: perkel on April 28, 2015, 01:52:06 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on April 28, 2015, 06:22:23 pm
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. 
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: perkel on April 29, 2015, 02:01:16 am
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.

Thanks for info
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Baijiu on April 29, 2015, 03:39:02 am
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)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: perkel on April 29, 2015, 03:54:09 pm
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.

(http://www.inboundsales.net/Portals/87880/images/If%20You%20Are%20Waiting%20For%20Your%20Customers%20To%20Call%20You%20%E2%80%93%20You%20Are%20Too%20Late!.png)

In need my fix maaaan...

(http://cdn.styleforum.net/6/61/306x240px-LL-612304bd_Tyrone_Biggums.jpeg)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R6][40.24] <Dragons>
Post by: Rammok on April 30, 2015, 11:30:33 am
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)

Okay, I won't say it will be ready tonight. But it should be tonight (or tomorrow night) for sure!  ;)

Last night I found a number of additional things to fix and refine, so the delay should be worthwhile.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: GM-X on May 02, 2015, 02:55:23 pm
[**OLD**]
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: perkel on May 04, 2015, 12:42:15 am
yuuuusssss
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Max™ on May 04, 2015, 04:20:57 pm
AH! The manual input tag is what you needed for the adventurer curse transmission?

Awesome!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Rammok on May 05, 2015, 10:45:45 am
AH! The manual input tag is what you needed for the adventurer curse transmission?

Awesome!

Yes. Knight Otu figured it out.  ;)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Kenshi on May 07, 2015, 02:58:00 pm
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:D
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: GM-X on May 08, 2015, 01:49:20 am
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:D
Spoiler (click to show/hide)

1) Humans are quite frail compared to hags. In old age, hags grow to be twice the size of a human. I recommend rolling a Paladin for a more sturdy human. I'll also add a human fighter adventurer class, because it makes sense.

2) This looks like a Shadow hamlet. Shadows do build cities and conduct affairs with other evil civilizations. These particular hunters appear to have a robust leather industry going... It's not a bug, but I would not go in there.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Kenshi on May 08, 2015, 05:11:29 am
Thx for your reply need to rethink my adrenturer build than.(Maybe roll into a lizardman or dwarf arquebusier).And considering shadows they are nice(in the combat strenght viev) in this revision,challenging but not op.Shadow embrace seems like having a quite random strenght though.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Forwe on May 10, 2015, 10:28:02 am
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
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Baijiu on May 10, 2015, 10:20:20 pm
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)!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Kenshi on May 12, 2015, 09:50:00 am
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=)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Rammok on May 12, 2015, 11:02:13 am
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

The rebellion is a fairly complex interaction, but I haven't made any changes to it. I thought I saw other people mention getting jumped by them, so I assumed it was working as intended. I will take a closer look.

I think I removed miasma from Blood Helmet men.

As far as them not drinking water, for now, please add the the tag [NO_DRINK] to your save game Blood Helmet raws as a quick fix.

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)!

Interesting... Do you know why they melted? I have not seen many ancestral spirits appear in game.

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=)

Fire is a mixed bag. I have tried to scale back the number of creatures that use it dramatically. I've made a good number of creatures fire immune. Still, preventing forest fires is almost impossible by modding. Firewalls might be the best bet.

Legendary Dwarf Mages can cast fireball about 3x per day. I will take a look at reducing that number again. 
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Derth on May 12, 2015, 12:41:17 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Muffinator on May 12, 2015, 03:09:21 pm
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...
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Rammok on May 13, 2015, 11:19:01 am
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.

In Dark Ages, converting people into vampires is performed through a short range gaze attack. Although I thought the range was 1. I will take a look later.

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...

Sounds fun. I have seen dragons lurk around the map. I have seen them path straight in. I have also seen them sit at the edge of the map seemingly stuck, but eventually move on. Has the black dragon never moved? Like for months?

I think this is a vanilla bug. I vaguely recall Toady mentioning that he had "fixed" the problem of creatures getting stuck at the edge of the map. I'm not sure what causes it. There was a similar vanilla problem of creatures being unable to leave the map. That was fixed.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Muffinator on May 16, 2015, 10:19:20 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Deon on May 16, 2015, 10:45:30 am
Do they have MEANDERER or CURIOUSBEAST_* tokens? The first one makes them roam randomly, the second one makes them go for fortress stockpiles.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: GM-X on May 16, 2015, 12:58:49 pm
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.

I had a silver dragon "protect" my fort for months, but it eventually left. What they may be doing is, waiting for a way to path through your fort to the caverns/tunnels. Have you reached the caverns yet? Also, have you used DFHack at any time?

If they never leave the map, try opening a safe route to the caverns. If that doesn't work, it could be the "can't leave map" bug appearing again.

If you felt enterprising you could also dig a pit underneath the dragons to cause a cave-in:

http://dwarffortresswiki.org/index.php/DF2014:Cave-in  (http://dwarffortresswiki.org/index.php/DF2014:Cave-in)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: Muffinator on May 16, 2015, 03:03:33 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R7][40.24] <StartPack10>
Post by: GM-X on May 17, 2015, 01:55:02 am
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.

Thank you. While dragons may still attack low population forts for various reasons, several are mistakenly missing attack triggers and the large predator tag. [r8] is incoming.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Old>
Post by: GM-X on May 17, 2015, 02:36:51 am
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Muffinator on May 17, 2015, 09:55:18 am
Oh snap, here goes my productivity for the week :D thank you so much for the update!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Muffinator on May 18, 2015, 11:04:23 am
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?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: pondicherry on May 18, 2015, 11:37:17 am
I'm so glad I tried this.

Thank you, great great work.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Rammok on May 18, 2015, 01:43:28 pm
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?

Did they have any goods the next season? First I've heard of trading issues with the Fates. On the contrary, they typically have more goods than the Elves.

Not sure why ancestral spirits are dying, but if they are causing the Fates to panic, I suppose it's possible they dropped their trade goods. I will look into what is going on with them later.

Also, have you used DFHack at any time Muffinator?

Quote
Posted by: pondicherry I'm so glad I tried this.

Thank you, great great work.

Thank you!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Muffinator on May 18, 2015, 03:13:26 pm
I used DF hacks workflow settings and digv, cant live without them, but other than that, nope.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Rammok on May 18, 2015, 05:53:05 pm
I used DF hacks workflow settings and digv, cant live without them, but other than that, nope.

Did they have trade goods the next season?  ::)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Muffinator on May 19, 2015, 11:12:42 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Teneb on May 19, 2015, 12:16:33 pm
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.)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Muffinator on May 19, 2015, 02:46:59 pm
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?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Teneb on May 19, 2015, 03:15:24 pm
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?
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: Rammok on May 19, 2015, 05:41:04 pm
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?

Legendary Dwarf castes have been splitting civilizations into Druids and Mages. This was unexpected. I still need to look into what is going on there. But, that should not effect trading at all.

DFHack is designed for vanilla DF. As such, it will not always play nicely with Dark Ages. It can and has caused some weird things to occur. 

It may only be certain features that conflict, however, it is untested, as fair warning.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Quick Fix>
Post by: GM-X on May 21, 2015, 11:36:23 am
Ancestral Spirits are broken. Their ectoplasm skin tissue is melting and exploding. This has apparently been terrifying people. Causing them to drop all of their belongings and run for their lives. Paste over this body block for Ancestral Spirits in your saved game raw creature_myth_beast_chasm for a quick fix:

Spoiler (click to show/hide)

I will also be adding a Human Fighter Class. It's a good time to report bugs and make suggestions (like new adventure classes) before the next update.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: Muffinator on May 21, 2015, 03:35:57 pm
Yay, another update! I was kinda wondering if you could maybe make the silver and black dragons interbreed-able with the vanilla ones, maybe make them different castes or something.. That'd be super cool!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: KillzEmAllGod on May 24, 2015, 04:26:35 am
Tried playing this a while ago with ascii, it was broken.
Has it been fixed?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: KillzEmAllGod on May 25, 2015, 03:56:21 am
The tile for sand, animals are wrong etc. Mainly affects ascii and just font and it wouldn't matter when using a graphics pack.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: Rammok on May 26, 2015, 10:51:35 am
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 probably broke it again. I will update the ASCII raws for the next update. Which should be fairly soon...

Human Fighter, Elf Ranger, and Human Rouge adventure classes with unique abilities are all being added in [r9].
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: Muffinator on May 26, 2015, 03:54:11 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: GM-X on May 26, 2015, 06:09:18 pm
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.

Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: KillzEmAllGod on May 26, 2015, 07:06:51 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: GM-X on May 26, 2015, 08:15:34 pm
Quote
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.

The ASCII fix should be easy, no need for any footwork on your part. Should be fixed [R9]. Thank you for reporting this.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: Buel on May 29, 2015, 06:24:06 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R8][40.24] <Spirit Fix>
Post by: GM-X on May 30, 2015, 04:12:29 am
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.

Congratulations on your thriving fort. ;)

Dark Age civs have similar attack triggers to goblins. Unfortunately, sieges are inconsistent in DF 40.x. This entire Reddit thread is the best data I've seen on the topic: http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/ (http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/)

I would check the condition of nearby civilizations in Legends Viewer for starters. Let me know what you find out. I'm also willing to take a look at your saved game if you like.
Title: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: GM-X on May 30, 2015, 04:32:29 am
Old version.
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Max™ on May 30, 2015, 05:06:19 am
Shouldn't that be Rogue rather than Rouge? >.<
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: GM-X on May 30, 2015, 05:32:03 am
Shouldn't that be Rogue rather than Rouge? >.<

Thank you for instantly letting me know. Fixed it.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Max™ on May 30, 2015, 05:41:16 am
Saw it pop up, it's in the raws too btw, I should have specified that but didn't apparently.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: GM-X on May 30, 2015, 05:54:52 am
Saw it pop up, it's in the raws too btw, I should have specified that but didn't apparently.

Fixed them too. The new version was uploaded 28 minutes ago. No changes are noted.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Buel on May 30, 2015, 10:37:53 am
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
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: variablenonsense on May 30, 2015, 05:37:29 pm
So I'm finally getting around to trying this mod (looks fun by the way) and ...

I just wanted you to know that my first legendary dwarf fort (figured why not try them out) has decided the fort is going to be named Bowelpapers.

This bodes well.  :P
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Muffinator on May 30, 2015, 06:06:18 pm
Oh snap, here goes my weekend...
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Rammok on June 02, 2015, 04:20:58 pm
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

You can create an account on dropbox.com then upload your saved game folder. Private message a link to my GM-X profile, and I will take a look. 
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: captinjoehenry on June 07, 2015, 09:42:25 pm
can the player become a vampire lord?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: GM-X on June 08, 2015, 01:22:59 am
can the player become a vampire lord?

Currently, no.

Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: captinjoehenry on June 08, 2015, 09:45:18 am
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
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Rammok on June 09, 2015, 11:14:28 am
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)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: captinjoehenry on June 09, 2015, 11:57:39 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Rammok on June 09, 2015, 04:33:04 pm
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.

While they are tougher than ordinary bats, and capable of spreading vampirism, they are not built for fighting.

Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Ragnarock on June 13, 2015, 02:07:28 pm
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Putnam on June 14, 2015, 02:00:36 am
Animation cannot be modded and deanimation as its own thing does not exist.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: GM-X on June 14, 2015, 11:15:21 am
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.

More diverse necro powers is definitely something I've been meaning to add. I will look into adding more for the next update.

Animation cannot be modded and deanimation as its own thing does not exist.

I was not aware of this. Ragnarock is referring to the deanimate power in Dark Ages. It temporarily removes "no connections for movement", "not living" and "opposed to life" tags. Among other things. I suppose this power won't necessarily stop undead with well preserved bodies.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Putnam on June 14, 2015, 04:00:19 pm
"As its own thing", mind.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Rammok on June 22, 2015, 05:41:58 pm
I won't say when exactly but [R10] is incoming and should be ready later this week. -Assuming Toady doesn't release the new version of DF before then.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: LtGreeneyes on June 27, 2015, 02:27:24 am
I think I may just have to give this one a go! I think I'll wait til the R10 release, though, just because. :D
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: lwCoyote on June 27, 2015, 06:59:06 am
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 :'(
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: GM-X on June 28, 2015, 12:07:32 am
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.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Alyfox on June 28, 2015, 02:04:53 am
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!
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: GM-X on June 28, 2015, 03:35:21 pm
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!


No way to turn off spell casting in game. They should only use fireball when fighting. Tell me something, was it the same Dwarf who caused both fires? And is he a migrant?

Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Alyfox on June 28, 2015, 05:51:16 pm
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?
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Rammok on June 29, 2015, 04:59:43 pm
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?

All "mage" and "enchantress" castes use spells. However, you can have other more mischievous magic users migrate to your fort.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R10][40.24] <Civ Boost>
Post by: GM-X on July 17, 2015, 07:51:55 pm
Dark Ages: Mythos of Rammok [R10][40.24]
"Dark Age has fallen upon the world of Dwarf Fortress."
Download: http://www.dfdarkage.com/download.html (http://www.dfdarkage.com/download.html)
(http://1.bp.blogspot.com/-iAGBb1mW_pc/UjZOqUr9Y4I/AAAAAAAAAh8/5A3tOO1OB00/s640/Dwarf-Fortress-Blog-The-Mythical-Domain-Spellarmor-Tower-ISOWorld-1AA.jpg)
July-17-15 "Clerics & Skeletons" Changelog:
Introduces adventure class civilizations. This release updates 23-raws and adds greater stability to world generation.
Title: Re: <<ϟ Dark Ages: Mythos of Rammok ϟ>> Vanilla + Horror [R9][40.24] <Adventurers>
Post by: Rammok on July 20, 2015, 06:53:05 pm
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.

I forgot to add to the list, fixed deanimation. Should work on most zombies now, even with intact bodies.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Bozdogan on July 21, 2015, 09:12:31 am
How do i change my civ?Right now I can only play dwarves i want to play goblins
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: DVNO on July 21, 2015, 11:01:50 am
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. 
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Bozdogan on July 21, 2015, 02:11:40 pm
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?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on July 22, 2015, 01:55:23 am
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?

Currently, only Dwarves and Legendary Dwarves are playable in fortress mode. A few evil civilizations aren't far off from it though, namely Lizardmen and Hags.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: kenraijin on July 24, 2015, 12:52:28 pm
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Rammok on July 27, 2015, 11:24:06 am
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: kenraijin on July 31, 2015, 09:11:42 am
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.

Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on August 01, 2015, 02:37:53 pm
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.

I'm glad it worked out. I suppose trained ancestral spirits always raise wild spirits. You are the expert now kenraijin.

Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: perkel on August 18, 2015, 10:10:02 am
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 ?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: perkel on August 18, 2015, 10:49:19 am
another question

Is there any way to slow down skill experience progress ?

I tried [SLOW_LEARNER] or something like that. It works but you are not able then to place people in noble positions as list of candidates will be empty...
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Rammok on August 20, 2015, 04:03:58 pm
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.

Quote
Is 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?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: perkel on August 21, 2015, 06:47:24 am
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.

Quote
Is 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?

1. Awesome. Stalls armory pack really handles well armors and weapons. Vanilla weapons are kind of good for non dwarf nations (like humans) but armors are poss in therm of stats and design.
I would add it personally but i fear some of other raws i would miss added by DA and there could be some hidden dependencies which would be hard to find for me (as i didn't make DA mod)
2. You can get legendary dwarf in less than 2 years. Same goes as well for military. 2 years of training and you have axelords without problems. IMO that cheapens whole aspect of learning in DF.

Especially since dwarfs can get strange mood which gives them huuuuge bonus to their skills. Getting 2-3 legendary dwarfes in 2-3 years means producing ton of masterwork wares which inflate instantly wealth which isn't good for people who like to create small villages


Generally i get that some people don't like to wait for best but imo from design standpoint it cheapens game a lot. What is point of veteran when you can get veteran just training in 1,5 year ?

It sounds kind of awesome when you have 3 axelords and each of them has 5-6 years of experience (and still things to improve).

I tried to fiddle with SLOW_LEARNER (-50% to exp) but if you make creature this way be it humans or any other playable race you can no longer choose any nobles in nobles screen.

----------
----------
----------

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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Alyfox on August 21, 2015, 02:53:41 pm
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
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on August 22, 2015, 02:19:55 am
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on August 22, 2015, 06:00:15 pm
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.

It appears that Dire Wolves are missing the [PET_EXOTIC] tag. If you add that to your save game raws, they should appear on the animals screen.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Max™ on August 22, 2015, 06:06:58 pm
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on August 22, 2015, 06:15:56 pm
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.

Layering and massive armors do sound appealing. I also like the looks of the adventure mode stuff. Wanderlust?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Max™ on August 22, 2015, 08:07:40 pm
That's the one in my sig, I took a lot of the ideas from the Wanderer's friend mod, worked in an expanded balm system, buffed materials, etc.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: perkel on August 23, 2015, 04:02:57 am
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.

Yes i never said you should implement it in full. Imo some weapons are needless like "seax" line of weapons which are basically your swords. Sure there are some differences between seax style of sword and normal swords (in shape but mainly due to metal they were made of not style for combat).

IMO main reason why you should consider Stalls is his rework of mechanics and rebalance of weapons. Armors also are all awesome with many kinds from byrnie (aka longer chainmail) ro various other types of armor. His layering like other poster said also is interesting. So you could for example outfit byrnie and breastplate. But you wouldn't be able to do that with lamelarr armor.

His changes to weapons stats are awesome. Each weapon has its own thing now. So scimitar will be better cutting weapon than Long sword but long sword stabbing attack will be better against certain enemies etc.
 
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Max™ on August 23, 2015, 05:37:04 am
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Isa on August 23, 2015, 06:25:32 am
@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! 
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Derth on August 23, 2015, 02:56:36 pm
@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!

Sounds like the sort of thing you could do yourself with a little research. Heck, I modded in a Blackguard counterpart for paladins. You can find most of the reactions you'll need in the mod already, including berserk rage and eye-bleeding.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on August 25, 2015, 02:03:34 am
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Isa on August 25, 2015, 08:22:04 am
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.

Dude, in any case you should start reading Berserk, its just bloody awesome that's what it is!
If you don't check it out, then u aint mah brah, mang.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: rmblr on September 05, 2015, 10:47:04 am
Anyone care to share some world gen saves and embark locations?

Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Halnoth on September 08, 2015, 05:31:24 am
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on September 13, 2015, 11:48:52 pm
Anyone care to share some world gen saves and embark locations?

There is a link to a new world on the changelog. No embark locations on hand, but there should be many:     

Setheranenu Hyper-Historic 250-Year World: [65mb download]
https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0 (https://www.dropbox.com/s/l31owqjplhsu4j3/region250SethIron.zip?dl=0)

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.

Thank you for mentioning the wizard & fate caravan spam. Should be able to address that next update.

Fires & Dark Ages:

Even though I have reduced the number of fire users and increased the number of fire immune creatures, fire is still problematic. Mainly, it's an unstoppable monster (in real life and) in the DF simulation. I don't even think normal (if any) rain puts out fires in DF.

I'm willing to reduce fire users to vanilla creatures plus a few monsters. I've also considered making livestock fire immune. Although even in vanilla, your fort should be built to operate (more or less) normally in the event of fire. A wall for example, will protect a pasture and livestock from forest fires. Moats should also work. I usually build an enclosed animal pasture immediately.

Still, inferno apocalypse is not the desired theme.

Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Aleksanderus on September 16, 2015, 10:47:59 am
When there will be next update?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on September 17, 2015, 01:39:25 am
When 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.   
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Aleksanderus on September 17, 2015, 09:14:37 am
When there will be next update?

Dark Ages has been under development for around 24-months. Here is roughly what I see coming next:
  • 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.
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.   
Ok thank you. And good luck with your new game :D
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Aleksanderus on September 17, 2015, 11:37:46 am
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?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Rammok on September 17, 2015, 05:50:19 pm
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?

Which advanced world gen parameter are you using? Fire & Ice is buggy, and will rarely make it past year 100 currently.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Aleksanderus on September 18, 2015, 09:35:13 am
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?

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 again
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Rammok on September 18, 2015, 04:24:37 pm
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?

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 again

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)
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Aleksanderus on September 19, 2015, 01:58:34 am
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?

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 again


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.
But thanks for the world finally I will play dark ages again
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Aleksanderus on September 19, 2015, 02:25:11 am
When I created my character my OWN diety attacked me
Spoiler (click to show/hide)
and a picture
Spoiler (click to show/hide)
and thanks to dfusion now I play as diety
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Rammok on September 20, 2015, 05:02:11 pm
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?

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 again


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.
But thanks for the world finally I will play dark ages again

Are you running DFHack during world gen? That can cause problems.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Aleksanderus on September 22, 2015, 12:05:02 pm
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?

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 again


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.
But thanks for the world finally I will play dark ages again

Are you running DFHack during world gen? That can cause problems.
Oh I WAS running dfhack now I see a problem.
Title: Introducing: Mars 2030 & Advent RPG
Post by: GM-X on October 13, 2015, 02:56:10 am
I was a Dungeon Master/Game Master for about a decade of tabletop RPGs like D&D, Gamma World, Alternity, Call of Cthulhu, and Pathfinder. I've also made a handful of published (and unpublished) PC games over the years.

Currently, I'm close to completing my new PC game, Mars 2030. A simulated journey to Mars with a procedurally generated crew.

Check it out and vote "Yes" on Steam Greenlight. Your vote is a huge help for the Dark Ages mod.

Mars 2030:  http://mars-2030.com (http://mars-2030.com)
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: dennislp3 on October 13, 2015, 12:29:25 pm
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
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on October 14, 2015, 12:01:20 am
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

Thank you! ;)

Wanted to be sure Dark Ages players had a chance to play in another simulated environment I'm working on, and lend support to Dark Ages development indirectly.   
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Immortal-D on October 18, 2015, 09:48:09 am
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Kretus on October 18, 2015, 01:39:14 pm
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?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Rammok on October 19, 2015, 11:57:03 am
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.

Sounds like you started with Legendary Dwarves. You will find they are less overpowered as you begin to encounter more Dark Ages denizens...

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?

Dark Ages creatures are all based on the Ironhand tileset. So most tiles and creatures will use whatever tileset you selected, however, the special monsters and characters of the mod will still use Ironhand.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Jay on October 28, 2015, 02:32:43 pm
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on October 31, 2015, 12:14:28 am
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.

Thank you for reporting this. The R8 folder name needs to be updated to R10. The contents are R10.

As far as crashing when trying to view the age of events, I believe you are referring to legends mode. Yes, when you press enter on "Age of Myth" in legend mode, DF will crash 100% of the time. Probably due to an overload of historic events caused by Dark Ages modifications to the Age of Myth.

For this reason, I highly recommend using the included Legends Viewer instead.

As far as the "nothings" go. These are sadly just creatures with no caste name tags. This is a known issue, although I add them whenever I notice one and recently fixed a bunch.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Morgoth on November 02, 2015, 12:28:18 am
Any chance you could make beasts or other monsters playable in Adventure Mode?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on November 02, 2015, 12:34:35 am
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?
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Morgoth on November 02, 2015, 12:43:40 pm
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on November 03, 2015, 12:52:36 am
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.

You've convinced me. I will add a slew of monster adventure classes for the next update.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: SalmonGod on November 03, 2015, 07:58:28 pm
This is a fantastic idea.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Morgoth on November 04, 2015, 05:18:26 pm
Very fantastic. I'm hyped. If there's dragons, I'm making so many Smaugs and Ancalagons.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Jay on November 05, 2015, 05:17:17 pm
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Morgoth on November 05, 2015, 06:45:52 pm
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Jay on November 05, 2015, 10:47:20 pm
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?)
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Morgoth on November 06, 2015, 01:04:41 am
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?)

I figured it was a resurrection ability, making them almost like a "good" kind of necromancer. Only problem is that 9 times out of 10 the Spirit ends up attacking everyone around it, Clerics included.

I did. It was about balancing regarding Aboleths, but after looking over the raws and checking them out more in-game I decided they were fine.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Rammok on November 06, 2015, 12:41:20 pm
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.

I will address each of these issues for the next update. Don't be shy to report anything else you think needs attention.

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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: Morgoth on November 06, 2015, 04:39:09 pm
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.
Title: Re: <<ϟ Dark Ages ϟ>> Vanilla + Horror [R10][40.24] <Clerics & Skeletons>
Post by: GM-X on November 08, 2015, 03:52:36 pm
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.

Clerics
Spoiler (click to show/hide)

Aboleths
Spoiler (click to show/hide)

Shadows
Spoiler (click to show/hide)
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Ragnarock on November 30, 2015, 03:05:24 am
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.
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on November 30, 2015, 05:31:43 pm
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 super familiar with the eccentricities of DFHack, but it sounds like you managed to start up a conversation with a Chasm Aboleth, living far underground...

Venomous spitting is a power that can be obtained by becoming a spitter zombie. I'm not aware of any other way to get it. Or, why you would get a message saying that you had it if you did not.

I will take a closer look at the raws later tonight, however, both incidents may just be odd artifacts of using DFHack.
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Ragnarock on December 01, 2015, 05:13:27 pm
I'm not familiar with dfhack oddities, although the only command I ever use is reveal. Thanks for the responses (:
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on December 02, 2015, 01:55:37 pm
I'm not familiar with dfhack oddities, although the only command I ever use is reveal. Thanks for the responses (:

Of course. Don't be shy to mention anything else you may find, especially once Dark Ages 42.x launches.
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: flyteofheart on December 06, 2015, 02:11:44 pm
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?
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on December 07, 2015, 11:43:31 am
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?

I have been researching the way sieges work in 0.40.x  for a year.

Turns out, there is pathing bug that has likely gimped many a Dark Ages invasions. Toady One has fixed some of this in version 0.42.x so the next update should bring more armies to your gate.

Dark Ages: Chapter II should be released later this week. Until then, here is the best information on invasions so far: https://www.reddit.com/r/dwarffortress/comments/3v6j35/biggest_sieges_dwarf_fortress_042x/ (https://www.reddit.com/r/dwarffortress/comments/3v6j35/biggest_sieges_dwarf_fortress_042x/)

No metals are added in this mod yet. You may be referring to Civ forge or something. The dream is to publish a Dark Ages guidebook, but that will have to wait until after the release of my game to Steam, Mars 2030.

Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: flyteofheart on December 07, 2015, 03:38:01 pm
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 :)
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: GM-X on December 08, 2015, 05:07:59 am
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.  ;)
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Amperzand on December 08, 2015, 07:13:10 am
PTW, this looks exceedingly awesome.
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: flyteofheart on December 08, 2015, 06:47:07 pm

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.  ;)

I remembered another issue, I cant seem to brew Wolfsbane into moonshine. Its also not in the kitchen menu at all to be selected as brew/cook. Your other modded plants (blood helmets) work fine. Wolfsbane can only be spun into thread for me.
 
One slightly annoying thing is dwarves seem to set things on fire sometimes (I think thats whats setting things on fire during combat at least). If that could be nerfed that would be great haha. Otherwise iv just been fireproofing most areas so it at least it wont spread.

The stuff the heads dropped was stuff a dwarf would be wearing. pig tail fiber left shoe, cave spider cap etc. No actual armor. Plus they had short swords of various metal, copper, bronze, steel, etc. Obviously they didnt have limbs to wear the items on or use swords and it all fell on the edge of the map on arrival. I didnt look too close and dumped it all into the atom smasher because my cloth industry was all up and running by then and I try to avoid leaving clutter around due to lag.

The flying seige mechanic was actually neat and I think had they actually been using the swords or had better attacks, they would have been very deadly.

As far as the toad I wish I had taken screenshots, it was so weird. An aboleth must have killed/cursed a giant toad? It was definitely undead and raising other undead. I figured it was a feature, which is why I was asking if there was some kind of wiki haha.

It would fight something in the caverns (anything, crundles or cave spider or trolls whatever), kill it, and then in a new combat report you would see "giant toad corpse gestures" and then "crundle corpse shudders and sprouts tentacles" "crundle corpse gets up" or something along those lines, definitely with tentacles tho. I think only the toad could raise other corpses from what I could see, but I might not have given the situation enough time. When I killed them all, I think I got the giant toad corpse near the beginning and none of the corpses reanimated again. If it was emergent, even better. If I could hit rewind and give you the save I would but nothing is left of the toad now. Next time I see something strange ill make a backup or take screenies :) For the record my game is otherwise unmodified, im just using the dark ages pack.

Vampire bats are really cool too, does the "sucked blood out of the wound!" report mean the dwarf is now a vampire?

Unfortunately my save keep crashing when it gets to the next season where I am now. I think ill take this as a sign to reembark somewhere closer to enemies anyhow. Any suggestions on which civ(s) I should do battle with??

Cant wait for the update!

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
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on December 09, 2015, 12:09:32 pm
Quote
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

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.  :-\
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: flyteofheart on December 09, 2015, 01:41:38 pm
Quote
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

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
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on December 09, 2015, 01:57:00 pm
Quote
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

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

The undead elephant graphic?
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: GM-X on December 16, 2015, 02:50:45 am
Quote
Put new caps in place on animals in towns during world generation. -Toady One

This was a huge issue in Dark Ages. I'm still seeing some fairly numerous animal populations in world gen, but way more manageable than 40.x. Currently, Dark Ages 42.x is close to ready. I generated some interesting worlds this past weekend with a good amount of new content. Oddly, I'm getting fantastic worlds when I don't use advanced world parameters.

The hold up now: advanced worlds are crashing almost constantly on all but pocket and large worlds. This is not a new thing. Medium and small worlds have always been problematic for various reasons. Some I still do not understand and others I think that I do. Namely, exploding site populations which are exasperated by Dark Ages civilization boosting.

I like to surprise players. ;) But I will say, this will be a rebuilt and cleaner mod with a stronger focus on: War!
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: flyteofheart on December 16, 2015, 12:35:54 pm
Can't wait, super excited. Iv been just playing adventure mode for a while until this updates hehe. Take your time. If I have to play on a pocket or large world, so be it.

I will say I tried to combine your mod and fortress defense mod for one fort, and it ended horribly. One of his endgame challenge races (spider fiends) was combined with your modifications to Towers (i think its your mods, im not sure what exactly happened) and I got invaded by a shitton of undead spider fiends early game. It was gloriously horrible and I decided those mods were never meant to be combined XD
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Alyfox on December 17, 2015, 10:33:26 pm
now that I know an update is coming, I shall wait on diving back in :D
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Boyce on December 19, 2015, 09:28:41 am
I don't play adventure much but iv been havin fun with it in this mod with all the magic you can hunt down but iv noticed a lot of the slabs get stolen from towers and get lost or stored in a hamlet seemingly disappearing. Iv searched the hamlet both fort and houses and never found the slab.if it doesn't show that they stored it you can still hunt the slab down which i like but the dragon walking slab seems to almost always be gone by year 90. anyway i was wondering if the white,grey and black vampire lords are able to transmit there power through bite or blood cause i tried and didn't seem to work i even took my armor off to make sure it broke skin. i already had a bunch of powers from slabs when i tried so that may have been why. none of the power i had was werebeast or vampiric though . nice mod anyway. iv never played adventure mode for so long  :)




Edit:yea i think i figured it out. it was all the powers i gained that was stopping me from becoming a vamp i can't even learn how to be a vampire lord from a slab after i learned some other magic.iv heard there was a way of becoming a vamp and necromancer if your a necromancer and mix vamp blood with water then drink it or something but iv haven't tried it yet
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Chojin on January 07, 2016, 04:12:28 pm
Do you have any idea when can we expect to test your new version ?
I am excited :)
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on January 08, 2016, 12:44:45 pm
Do you have any idea when can we expect to test your new version ?
I am excited :)

Been working crazy numbers of hours on Mars 2030 & Dark Ages: Chapter II for months.

Once Mars 2030 is released to Steam (currently listed in coming soon), the focus will shift to Dark Ages II again. I partly waited due to the undead nerf Toady One is about to release. I'm excited cause this change will have a huge impact on Dark Ages, for the better:

12/27/2015
Spoiler (click to show/hide)

Mars 2030 on Steam: http://store.steampowered.com/app/416070 (http://store.steampowered.com/app/416070)
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Chojin on January 08, 2016, 01:06:12 pm
Great !
Good luck for your work.
Yeah you are right, it could be interesting to wait for the next Toady One release :)

Going to look to Mars 2030.
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on January 22, 2016, 01:31:38 pm
Check out Mars 2030 created by GM-X now available on Steam Early Access: http://store.steampowered.com/app/416070/ (http://store.steampowered.com/app/416070/)

(https://steamcdn-a.akamaihd.net/steam/apps/416070/capsule_184x69.jpg?t=1453369570)

Get a copy to help support the development of the Dark Ages mod. I hope you will join the discussion too and help Mars 2030 grow.

Dark Ages: Chapter II is currently under development. It will be ready for release as soon as possible.
Title: Re: <<ϟ Dark Ages ϟ>> DF Vanilla + Fantasy Survival Horror [R10][40.24]
Post by: Rammok on February 03, 2016, 01:20:50 pm
Quote
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...

Keep thinking the next release is the charm. The bugs Toady One is fixing for 42.06 are quite substantial so hopefully 42.06 is the charm.
Title: Re: <<ϟ Dark Ages II: War & Myth ϟ>> Vanilla + Survival Horror [R1][42.06]
Post by: GM-X on February 18, 2016, 06:23:08 am
Dark Ages II: War & Myth [R1] has been released!
(http://1.bp.blogspot.com/-iAGBb1mW_pc/UjZOqUr9Y4I/AAAAAAAAAh8/5A3tOO1OB00/s640/Dwarf-Fortress-Blog-The-Mythical-Domain-Spellarmor-Tower-ISOWorld-1AA.jpg)
-More details and additional mods to come. Zzz.
Download: http://adventrpg.com/warandmyth.html (http://adventrpg.com/warandmyth.html)
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: nefariousD on February 18, 2016, 08:57:52 am
Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: Rammok on February 18, 2016, 02:21:44 pm
Sorry for being so dense, but how do I actually select one of the new adventure classes when starting a new Adventurer game?

They should be listed in the adventure list when starting a new game, possibly way towards the bottom. Unless something went horribly wrong last night. I will double check and actually list things later tonight.

One of the new Monster Adventure Classes is a Greater Minotaur.

Also, the web page looks really messed up in Firefox.  :-\
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: nefariousD on February 18, 2016, 02:31:10 pm
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.
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: Rammok on February 18, 2016, 02:39:17 pm
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. Something went wrong. Rogues, Clerics, Fighters and many others classes are also missing from that list. I did see them in initial tests, so I need to look at what is going on later tonight.
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: Rammok on February 18, 2016, 07:05:48 pm
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.

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. :-\
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: Teneb on February 18, 2016, 07:14:19 pm
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.

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. :-\
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.
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: Rammok on February 18, 2016, 07:39:26 pm
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.

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. :-\
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.

Bless your soul. That is the missing tag. I must have checked the classic Adventurers when they were still were using the human entity raws.

I will hot fix this before the nap.
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: GM-X on February 18, 2016, 09:11:58 pm
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.

Dark Ages II: War & Myth [R1] has been released!
(http://1.bp.blogspot.com/-iAGBb1mW_pc/UjZOqUr9Y4I/AAAAAAAAAh8/5A3tOO1OB00/s640/Dwarf-Fortress-Blog-The-Mythical-Domain-Spellarmor-Tower-ISOWorld-1AA.jpg)
-More details and additional mods to come. Zzz.
Download: http://adventrpg.com/warandmyth.html (http://adventrpg.com/warandmyth.html)
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: LtGreeneyes on February 19, 2016, 02:44:28 am
Great job! Love the lore. :D
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: nefariousD on February 19, 2016, 07:23:20 am
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.

Thank for so much for the awesome mod and the fix!
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: Rumrusher on February 20, 2016, 06:25:02 am
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.
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: GM-X on February 20, 2016, 02:29:05 pm
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.

Main reason I removed fireball as a default spell: Fireball Fortress
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: LtGreeneyes on February 20, 2016, 09:53:41 pm
Are bookcases removed from this mod? I haven't seen anything saying so, but I can't seem to find them in any of the workshops. (Though they ARE listed in the build menu.)

EDIT: Also, I've got several layers of chalk and can't seem to find ANY ores in it (TONS of gems, though). I used one of the provided world generation schemes. I found cassiterite and native gold in the granite layers, but those aren't really useful, lol. I guess I may have to buy all the useful metal goods...
Title: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1a][42.06] BookcaseFix
Post by: GM-X on February 21, 2016, 04:08:13 pm
Spoiler (click to show/hide)
Title: Re: [<< Dark Ages II: War & Myth >>] Vanilla + Survival Horror [R1][42.06]
Post by: Rumrusher on February 21, 2016, 08:39:00 pm
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.

Main reason I removed fireball as a default spell: Fireball Fortress
DARN IT DARNIT DARRRRRRRR
oh well atleast I can move an recarnator or reanimator to a fort and Watch the mayhem.

oh wait nevermind.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1a][42.06] BookcaseFix
Post by: Elfhater69 on February 21, 2016, 08:44:46 pm
Im sort of a newb how do i get the game to generate to the year 999,999 in world gen?
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1a][42.06] BookcaseFix
Post by: Rumrusher on February 21, 2016, 10:58:56 pm
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.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1a][42.06] BookcaseFix
Post by: GM-X on February 21, 2016, 11:56:44 pm
Im sort of a newb how do i get the game to generate to the year 999,999 in world gen?

Use the Pocket World Setting in "Advanced World" Parameters ending in "Y999999".
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1a][42.06] BookcaseFix
Post by: GM-X on February 22, 2016, 12:00:31 am
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.

Thank you for reporting the missing dance forms. This was a mistake. Unfortunately, the fix requires everyone playing Fort mode to generate new worlds: [R1b

Download: Dark Ages II: War & Myth [ASCII & Ironhand] (http://adventrpg.com/warandmyth.html)
ASCII Download: https://www.dropbox.com/s/tampgmsao6psccd/DAII_War%26Myth_ASCII_DF42_06_R1.zip?dl=0 (https://www.dropbox.com/s/tampgmsao6psccd/DAII_War%26Myth_ASCII_DF42_06_R1.zip?dl=0)
Ironhand Download: https://www.dropbox.com/s/eaiw0c7lmjpo70z/DAII_War%26Myth_Ironhand_DF42_06_R1.zip?dl=0 (https://www.dropbox.com/s/eaiw0c7lmjpo70z/DAII_War%26Myth_Ironhand_DF42_06_R1.zip?dl=0)
 
This should be the last of the missing new tags. :-\
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: LtGreeneyes on February 22, 2016, 12:06:48 am
Is the new instrument system in? I haven't really seen instrument crafting at all, though I've bought some from the elves, lol.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rumrusher on February 22, 2016, 02:37:59 am
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.
(http://www.truimagz.com/host/fortcrush2/de/minuscule-profile.png)
(http://www.truimagz.com/host/fortcrush2/de/minuscule-profile2.png)
the great bit of these jumping spiders men are their high stealth skills even when they aren't even trying.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rammok on February 22, 2016, 12:17:45 pm
Is the new instrument system in? I haven't really seen instrument crafting at all, though I've bought some from the elves, lol.

A last minute Raws mix up left instruments and dancing half included. You will need to download [R1b] and generate a new world to fix it.

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.
Spoiler (click to show/hide)
the great bit of these jumping spiders men are their high stealth skills even when they aren't even trying.

[R1b] should fix the missing book issues. I will fix the micro jumping spidermen issue and take a look at the Neco "opposed to life" tags too.

Thank you both for all the feedback. It is super helpful.   
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: LtGreeneyes on February 22, 2016, 05:39:08 pm
Thank YOU and anyone else who helps you for doing such a great job addressing issues! You're doing a great job. :D
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rammok on February 26, 2016, 05:36:27 pm
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)

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! :)
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Elfhater69 on February 26, 2016, 06:04:08 pm
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)

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! :)
You should add some civilian classes to get a real nice Lovecraft feel. Like doctor, Sailor etc
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rammok on February 26, 2016, 07:17:23 pm
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)

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! :)
You should add some civilian classes to get a real nice Lovecraft feel. Like doctor, Sailor etc

Doctor and sailor could definitely be fun. Need to think up some useful reaction skills for them.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Amperzand on February 26, 2016, 08:02:01 pm
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?
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rumrusher on February 27, 2016, 04:57:45 am
(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)

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 the void cackling
[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.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Putnam on February 27, 2016, 06:17:21 am
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 void cackling

you of all people probably know how many mods have had fire then removed it for causing all the grass fires

(i can think of... 5? off the top of my head: this one, IIRC dark wizard tower, Dwarf Chocolate, Genesis... actually, Masterwork went a funnier path and just made all the grass non-flammable IIRC, so I guess 4, though that really does count as a workaround)
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rumrusher on February 27, 2016, 06:27:26 am
oh well.
oh uhh if not that on top of that you could look into turning dwarves into pets because it seems you can just cage those guys and sell them into slavery.
I sold my nobles that way. just sell your king off to some elves or goblins or other dwarves it's okay if they got horribly transformed into a duck or a cat.
probably could sell those blood plump helmet men too.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: DorfMeister on February 28, 2016, 12:07:05 pm
Could you make the new version with "Starter Pack" ?
Also download link at http://www.dfdarkage.com points to the old r10 version.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Deon on February 29, 2016, 10:39:25 am
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 :).
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rammok on February 29, 2016, 03:35:08 pm
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?

It's only a matter of copying the raws into the Mac version, but I've not yet released a raw only version.

(http://3.bp.blogspot.com/-G--glvQZoao/UiAbwZDkcUI/AAAAAAAAAfo/EbqxvwJOwlM/s640/Dwarf-Fortress-Blog-The-Mythical-Planes-Site-ASCII-Map-1.jpg)

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 the void cackling
[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.

Currently I have bogey man turned off, although I like your suggestion. Fireball is coming back to select group of trainable creatures I made this weekend. Will look into what Putnam said and try to make more things fire proof.

Could you make the new version with "Starter Pack" ?
Also download link at http://www.dfdarkage.com points to the old r10 version.

Waiting on the new Starter Pack to be released by PeridexisErrant. Still in the process of merging the old website with the new website!

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 :).

It helps.  :) Will happily swoop in to grab from your "The Fall" bestiary, thank you for suggesting it.

I'm making a version of Dark Ages for Skyrim currently.  The first release will consist of 6-spells and should be available later tonight on Steam.
Title: Re: [<< Dark Ages II: War&Myth >>] Vanilla + Horror [R1b][42.06] Book/Dance Fix
Post by: Rammok on March 01, 2016, 12:20:01 pm
Dark Ages: War & Mythos coming to Skyrim!

(http://images.akamai.steamusercontent.com/ugc/498017060024159171/141614C861CC11F5F42481DAA200E139801410BC/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|268:268&composite-to=*,*|268:268&background-color=black)

Subscribe: http://steamcommunity.com/sharedfiles/filedetails/?id=635842788

[DF will still get the priory for modding going forward, and [R2] should be released later this week.]
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [R2][42.06] Hexes & Hell Hounds
Post by: GM-X on March 05, 2016, 12:21:39 am
Spoiler (click to show/hide)
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R2] Hell Hounds
Post by: Amperzand on March 05, 2016, 01:20:40 am
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R2] Hell Hounds
Post by: GM-X on March 05, 2016, 01:52:22 am
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.

Thank you for the quickness. A folder renaming shortcut I keep using, but I uploaded a fix anyway cause it's a bit unsatisfying.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R2] Hell Hounds
Post by: Rumrusher on March 05, 2016, 06:12:57 am
okay so I found out some classes if moved into fort mode are class as pets.
which in my research of breeding is EHH justifiable though you can't trade these pet adventurers
what got me to make this post is I saw a silk worm lay eggs then those eggs hatched with out needing a breeding pair.
I need to learn how did this happen and if this means I can just make a race of self replicating super larva dwarves.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: GM-X on March 07, 2016, 02:50:31 am
Spoiler (click to show/hide)
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Ariachus on March 10, 2016, 03:49:48 pm
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 get
Spoiler (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 error
Spoiler (click to show/hide)
  between 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 normal
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: GM-X on March 11, 2016, 12:19:13 am
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 get
Spoiler (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 error
Spoiler (click to show/hide)
  between 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 normal

Thank you for the detailed report. I noticed surprising errors while preparing the DAII Starter Pack I thought had been eliminated, clearly no. Using default graphic settings should avoid most of the issues, but I will upload a fix in [R4]. Probably after the next Starter Pack is released since that seems to be soon.   
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Purdurabo on March 13, 2016, 11:35:52 am
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: GM-X on March 13, 2016, 10:54:56 pm
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Purdurabo on March 14, 2016, 03:04:45 am
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?
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Purdurabo on March 14, 2016, 10:11:53 am
Just started a game and this is really a fantastic mod which I can see myself having tons of fun with .

But one thing I noticed is that blood helmet men 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?

Could you possibly also give me a quick rundown on firearms? I am unsure what the firelock is and how to load a cartridge, it says i need a b-containing bag. I also managed to make 2 arquebus but now it says i need a "tool" to make any more, it does not specify what tool.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Rumrusher on March 14, 2016, 02:02:47 pm
Just started a game and this is really a fantastic mod which I can see myself having tons of fun with .

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?
not really just necromancy given Dark ages 2 has ... loads of secrets and schools of wizardry, and Civs.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Ariachus on March 14, 2016, 02:10:28 pm
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
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Rammok on March 14, 2016, 06:44:29 pm
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?

Most will be triggered by exported wealth. The "world enders" come around the 1-million marker.

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

Brimstone is more common in Dark Ages, there are no other changes to mineral raws -but this should be working as intended.

Blood Helmets use "spores" instead of "spawn" that cannot be eaten or cooked, but they should also be working correctly, if your civs have access to them.

To quick fix the big issue (for now), copy and paste the "item_tools" raw from a (pristine) Spacefox graphics folder into your saved game raws. You shouldn't need to gen a new world that way.
 
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Purdurabo on March 14, 2016, 07:49:29 pm
Ahh that is perfect.

Does anybody know what tool I need to make an arquebus ? The gunshop shows I have everything to make one except "TOOL". I have no clue what tool it needs.

also how do I load a cartridge? It says I am missing "B-containing bag". What is a B-containing bag?
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Rumrusher on March 15, 2016, 05:49:42 am
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Purdurabo on March 15, 2016, 09:32:23 am
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Rammok on March 15, 2016, 11:22:29 am
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.

Dark Ages doesn't include 100% of the Wanders mod, so I will see about locating that wooden ladle.

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.

Thank you for the report. It looks like Firelocks were omitted from the raws at some point, which are required to make an Arquebus in Fort mode. I don't see what is going wrong with gunpowder though, so I will need to take a closer look at that.

Spoiler (click to show/hide)

The new Starter Pack is out now, so it's a good time to report any other issues or suggestions for [R4].
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Purdurabo on March 16, 2016, 06:20:59 pm
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: GM-X on March 16, 2016, 09:19:42 pm
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.

It's in there, but I think you will need to use default settings in Ironhand. Graphic pack switching will be the big fix for [R4].
Title: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R3] [Start Pack]
Post by: Rammok on March 18, 2016, 11:03:10 am
FYI: This is usually a jinx, but I do plan to release [R4] later tonight.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: GM-X on March 19, 2016, 09:18:54 am
Dark Ages II: War & Mythos [R4a] released!
Download: http://adventrpg.com/warandmyth.html (http://adventrpg.com/warandmyth.html)
(http://1.bp.blogspot.com/-iAGBb1mW_pc/UjZOqUr9Y4I/AAAAAAAAAh8/5A3tOO1OB00/s640/Dwarf-Fortress-Blog-The-Mythical-Domain-Spellarmor-Tower-ISOWorld-1AA.jpg)
-Fixed and fused with PeridexisErrant Starter Pack! Enjoy.

[R4a] Start Pack:
Download (99MB) (https://www.dropbox.com/s/23y7ku6j8ax5vnb/DAII%20War%20%26%20Myth%20%5BR4%5D%20%5B42.06%5D%5BStartPack%5D.zip?dl=0) 
DFHack not required.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4] [Start Pack]
Post by: Purdurabo on March 19, 2016, 09:19:55 am
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4] [Start Pack]
Post by: GM-X on March 19, 2016, 05:08:47 pm
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.

Interesting. I'm not aware of a direct way to mod strange moods. Maybe Knight Otu or Putnam knows something more about this.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4] [Start Pack]
Post by: Nahere on March 19, 2016, 05:26:51 pm
[STRANGE_MOODS] was added as a creature tag in 0.42.01.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: GM-X on March 19, 2016, 06:38:24 pm
[STRANGE_MOODS] was added as a creature tag in 0.42.01.

Thank you Nahere. Uploaded a quick fix and an actual link to [R4a]. Legendary Dwarfs now correctly have strange moods. You can also add the tag to your saved game raws to fix it.

[R4a] Start Pack:
Download (99MB) (https://www.dropbox.com/s/23y7ku6j8ax5vnb/DAII%20War%20%26%20Myth%20%5BR4%5D%20%5B42.06%5D%5BStartPack%5D.zip?dl=0) 
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Purdurabo on March 21, 2016, 02:53:28 pm
can anyone give me a clue on what all the new barrels of venom are for and how they can be used?
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Rammok on March 22, 2016, 10:42:33 am
can anyone give me a clue on what all the new barrels of venom are for and how they can be used?

According to the Wiki:

"Currently, there is no known means of administering venom, but it may still be purchased or sold."

http://dwarffortresswiki.org/index.php/DF2014:Venom (http://dwarffortresswiki.org/index.php/DF2014:Venom)
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Purdurabo on March 22, 2016, 05:22:47 pm
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: GM-X on March 23, 2016, 12:55:35 am
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 believe Deon has used DFHack to add poison to weapons in his mods. In Dark Ages you are better off training the venomous creatures and selling the barrels of venom. At least until Toady One hard codes a way to deploy it.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Purdurabo on March 26, 2016, 10:03:37 am
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.

Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Atomisk on March 26, 2016, 08:30:19 pm
Is there a reason DFhack starts disabled when you open the pack? Can this mod be played without dfhack?...
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: GM-X on March 27, 2016, 12:27:14 am
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.

Some types of magic may be dangerous but I do need to take a closer look at this for [R5].

Is there a reason DFhack starts disabled when you open the pack? Can this mod be played without dfhack?...

DFHack is not required. I've added that information back to the front page. Thank you for mentioning it.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Atomisk on March 27, 2016, 05:21:36 am
Okay thank you. That is great because DFhack is. Not my best friend at the moment. Heh.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Atomisk on March 27, 2016, 07:10:53 am
Okay so what is the purpose of these extra 'classes' specific to one race that can't even join their civ? What are the benefits to starting as one of these?


Edit: ah shit i accidentally double posted. I don't know if that's frowned upon here. Feel free to delete/merge this sorry. I don't see a delete button myself.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Rumrusher on March 27, 2016, 11:04:33 am
necromancy in vanilla doesn't slap oppose life to the unit more so remove the check zombies would have against them like using not_living
darkages might have purposely added oppose life to the secret leading to hostile knowledge.
this usually leads to towers filled with 1 necromancer as they kinda killed anyone trying to learn their secrets due to hating all life.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Markous on March 31, 2016, 05:18:01 am
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!
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4a] [Start Pack]
Post by: Keoru on April 01, 2016, 07:53:11 pm

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?
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 02, 2016, 02:12:34 am
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)
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Keoru on April 02, 2016, 05:15:34 pm
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)

Righton, thanks for the prompt reply! :)
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Krewl on April 05, 2016, 05:35:20 pm
Applaudes to you, good sir GM-X!
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Keoru on April 05, 2016, 09:32:08 pm
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?
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Alyfox on April 06, 2016, 07:14:06 am
Woo. Apparently its been over 4 months since I last checked this thread. Awesome to see the new release, looking forward to playing it :D
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 07, 2016, 05:19:46 am
Applaudes to you, good sir GM-X!

Thank you.  :)

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?

Yes, he can turn into a dragon and potentially ruin your fort. Keep an eye on him, and let me know how things go.  ???
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: DoX on April 09, 2016, 10:46:48 am
Hey GM! Great work on this mod. I've been playing it a bit, very fun. Love the lore-friendly atmosphere.

One issue I've run into is that Lizard People, out of all the civs, don't have a default sprite. I'm new to modding, and I've tried to make their default tile one of phoebus snake men, but I can't get it to work.

Is there a simple way to accomplish this, or a tutorial somewhere on how to apply graphics to a custom race?

Edit: Here's exactly what I've done.
 
I copied phoebus humanoids png and renamed it lizard_people in the main folder. Then I created a graphics_lizard_people text file in the raw/graphics folder, and loaded it with this:

graphics_lizard_people

[OBJECT:GRAPHICS]

[TILE_PAGE:LIZARD_PEOPLE]
   [FILE:lizard_people.png]
   [TILE_DIM:16:16]
   [PAGE_DIM:4:21]

[CREATURE_GRAPHICS:LIZARD_PEOPLE]
  [DEFAULT:LIZARD_PEOPLE:1:8:AS_IS:DEFAULT]

Anything else I need to do?
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Atomisk on April 09, 2016, 10:51:44 am
You should check the DF wiki. It has eeeverything you need for modding. Looking up tilesets or something might help.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: DoX on April 09, 2016, 10:56:25 am
You should check the DF wiki. It has eeeverything you need for modding. Looking up tilesets or something might help.

I've been exploring the wiki actually. The tileset and creature texture token page have been some help, but I'm still having trouble.

Aah, I THINK I've figured it out!

"Creature Graphics
Put the graphic set into a subfolder in raw/graphics and the corresponding text file directly in raw/graphics. If you have an active save you will have to put them into the raw folder of your save, as well (data/save/<your region>/raw/graphics)."

I need to update my actual save with this. Alrighty.

EDIT: Success! It worked. One final change I had to make was altering 1:8 to 0:8 because, apparently, the first row in a graphics png is row 0. Now I have liiiiizards. One step closer to modding! Huzzah!
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 09, 2016, 05:20:40 pm
Spoiler (click to show/hide)

Thank you for reporting this DoX.

The creature name in the "graphics_critters_ih" raw incorrectly says "LIZARD_MAN". For a quick fix, you can also overwrite this block of text in the saved game "graphics_critters_ih" raw with the following:

Quote
  [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 will also fix this for the next release.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: _forgotten on April 11, 2016, 05:32:01 am
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 13, 2016, 02:56:46 am
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.

I do believe that some corpses cannot be raised. I did broaden what was "fit for animation" in a recent update though. This could have something to do with recent changes Toady One made to zombies.

I can confirm that Vampire Lords and Master Vampires have not been changed in DA:II. After reviewing the raws, I don't immediately see a reason why they wouldn't use their powers.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: perkel on April 13, 2016, 05:57:37 am

Question1
Any idea what is going on ? Without changes below when i generate world it rarely crashes but when i use this it crashes a lot when it reaches 50-100 years+.

trying to fix vanilla annoying skin default generation on butcher animal and game seems to crash a lot more when it generates world. Below is what i am editing.

material_template_default.txt:

at the end of skin material after [ROTS]

Code: [Select]
[STOCKPILE_GLOB]
[DO_NOT_CLEAN_GLOB]
[BUTCHER_SPECIAL:GLOB:NONE]
[REACTION_CLASS:SKIN]


reaction_other.txt :

Code: [Select]
[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]

With this from one animal you get more skin that one (usually number something closer to fat you get usually) and it is stored under fat in stockpiles


Question2
Is there any way you will add playing as humans ? I mean adding tag does the job but whole noble screen and whole plethora of options is turned off. I can edit it fine but then game seem to not like it much on world generation and again it may crash while playing game.

Question3
Does custom animals and lot of other stuff make stonesense unuasable ? I mean i crashes very often and always when some traders are at fort. I would love to take screenshots of whole fortress but stonesense seems to crash very often. Sometimes it works with no problem sometimes it crashed whole game every time when i switch it on at specified point in my game.

Question4
Any plans to redo armor and weapons ? Stalls armory pack is imo excellent and i love how it fixes vanilla shields, mail shirts stacking and creates much more reasonable armory and weapons, also removes overpowered problems like dwarf bites being lethal.
http://www.bay12forums.com/smf/index.php?topic=142993.0

I already tried to add it myself but you seem to have additional edits with your own custom things that doesn't seem to jive well when i modify default raws.

It would be great if you could point what you changed in therms of weapons and generally where.

Question5
What is the difference between your world generation profile and normal world generation ? I tried to normally generate world and it crashes a lot less that your profiles. I think though not all races are added this way (due to their spawning points i think). I play mainly DF mode not adventure. Should i use normal generation if don't play adventure mode ? If yes this would also lower amount crashes i think.

Question 6
I want to slow down skill learning of civilizations to accommodate for their longlivety. I found creature token called SKILL_LEARN_RATES:xx where xx is %. Can i add it without problem to creature standard.txt ? eg. humans ?

A: Tested it ! It works really well. i just add [SKILL_LEARN_RATES:50] to creatures standard after canopendoor and it halves experience gained by that civ people. Which means that training elite squad no longer takes 1,5 years but 3 years. If i change it to 25 then it will take 6 years which means that to get legendary dude he would actually need to survive that much time.
Same with every other skill. Now legendary miner or other prof is really super valuable member of society.

edit: Does your mod crash a lot when you generate world using your prefs (with dfhackoff) ? Played earlier versions and i don't remember that much crashing when i switched dfhack off for world generation. Maybe problems above aren't exclusive to my modding but generally for your mod.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 14, 2016, 05:43:25 pm
Spoiler (click to show/hide)

Due to this being a release thread, it would be off topic to go into personal modding of DA:II. It has taken months to strike a balance with all the features of the various mods. If you tinker with any of it, it may result in lots and lots of world gen crashing that I can't assist you with as it's more art than science. 

I will say: Crashing in world gen can happen for mysterious reasons including bugs in vanilla DF that may be exasperated by DA:II. Each new release I usually make tiny adjustments that help advanced world gen stability. There are some comments in the entity_default raw about this.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: _forgotten on April 16, 2016, 03:21:51 pm
Do lizard men have tileset graphics? They appear as L for me.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 18, 2016, 06:19:43 am
Do lizard men have tileset graphics? They appear as L for me.

For a quick fix, overwrite this block of text in your saved game "graphics_critters_ih" file in the raw/graphics folder as follows:

Quote
  [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 will fix this next release too.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: baldamundo on April 22, 2016, 10:32:52 pm
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!
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 23, 2016, 07:21:21 am
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!

After world gen without DFHack on, DA:II is as stable as vanilla DF. I never use auto saves personally and typically make backups. But, I've never had a corrupt save or seen one reported on the forums.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: baldamundo on April 23, 2016, 08:34:00 am
Great to hear. My issue was probably caused by aforementioned fucking about with tilesets then, but I've picked one to stay with now so gonna gen a new world and really sink my teeth into the mod! :)

EDIT: Actually, how stable is the current version of DFHack? Have a nasty feeling that might be causing my problems.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Salperticon on April 23, 2016, 03:24:20 pm
I don't know if it is caused by DFHack, but since their last update I get pretty regular crashes as well.
Currently trying to run the game without it for a bit.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: baldamundo on April 27, 2016, 09:49:02 am
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!
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on April 29, 2016, 04:01:15 am
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!

Thank you for reporting this. I can confirm, [PERMITTED_REACTION:MAKE_QUICKLIME] is missing from Dwarfs and Legendary Dwarfs entity raws. You can add it, but you will need to gen a new world to fix this.

I'm testing out a new evil civilization currently. Once it's ready, I will release R5 ahead of DF 0.42.07.

(http://i.imgur.com/YhFvLpc.jpg) 
Note: Dark Elves will not be added until the next release.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: baldamundo on April 29, 2016, 12:52:28 pm
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??

And on that note, is there a summary somewhere of exactly what the deal with the legendary dwarves is and what gameplay differences they have?
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Akhier the Dragon hearted on May 01, 2016, 12:00:45 am
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on May 01, 2016, 10:08:14 am
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.

Great. I recommend waiting for R5 for starters. It will fix some recently reported bugs. I'll try posting it later today as it's mostly ready now.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: yovannyX on May 02, 2016, 10:47:23 pm
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.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: GM-X on May 05, 2016, 02:27:07 pm
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.

Sounds epic.  :)

Okay, so I'm still working on R5. As usual saying I will release it "tonight" was a huge jinx.
Title: Re: [<< DAII: War&Mythos >>] Vanilla + Horror [42.06][R4b] [Start Pack]
Post by: Akhier the Dragon hearted on May 06, 2016, 09:36:28 am
And my "soon" was also a jinx as instead of going back to my moms I am moving from my dorm to an apartment and the internet won't be hooked up till next Tuesday so you have a bit of leeway. Especially since I don't even have a computer desk there yet so who knows when that will happen.
Title: [<< DAII: War&Mythos >>] Vanilla + Horror [43.01] Coming soon!
Post by: GM-X on May 10, 2016, 08:20:52 am
Spoiler (click to show/hide)
Title: Re: [< DAII: War&Mythos >] Vanilla+Horror [43.01 inbound] "Rise of the Dark Elf" R5
Post by: Akhier the Dragon hearted on May 10, 2016, 12:26:42 pm
Terribly sorry but it looks like I have new DF to play at the moment. Will play more DA in the future though.
Title: [< DAII: War&Mythos >] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: GM-X on May 11, 2016, 09:07:01 pm
Spoiler (click to show/hide)
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Rumrusher on May 13, 2016, 04:42:55 am
 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.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: The Mighty Dorf on May 14, 2016, 02:21:10 pm
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.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: GM-X on May 14, 2016, 04:35:09 pm
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.

Sounds fun. I will take a look at changing that to sharp object.

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.

Thank you!

1) Mmm. For release [v32] I have had very few world gen problems using the default Ironhand tileset in the Start Pack. Even fewer using the stand alone ASCII version. I recommend that you gen worlds using default Ironhand in the Start Pack if you haven't been. If you have, try downloading the ASCII stand alone version to generate your worlds then move your saves to the Start Pack for tileset switching.

2) A super fast single processor CPU or virtual machine will help speed things along to 999,999. ;) You could also set it to run before sleep time. I do plan to post some old worlds I've generated eventually.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Forwe on May 15, 2016, 03:17:59 am
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?
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Rumrusher on May 15, 2016, 03:23:34 am
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'
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Putnam on May 15, 2016, 04:51:46 am
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?

It's overprotective.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Galthromir on May 17, 2016, 02:37:29 pm
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?
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: GM-X on May 18, 2016, 05:03:07 am
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'

I don't think ladles are required for any adventure crafting presently. Wanderers uses them for wood crafting I think. What do you want one for? They appear to be present in the raws, so let me know if I'm missing something.

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?

Spoiler (click to show/hide)

One reason to leave them in though, even if you don't play them, is they increase the probability that Dwarfs survive deep into history. They have few civilizations so they should be avoidable.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: DaSwayza on May 19, 2016, 12:15:28 pm
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.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: GM-X on May 20, 2016, 02:38:23 pm
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.

Roughly what percentage of your visitors are vandals? It sounds like they are mischievous. Which can happen due to secrets, curses, or evil weather. Let me know what type of creatures are doing this. It may be interesting to read the trouble makers bio and histories.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: DaSwayza on May 22, 2016, 06:06:47 am
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
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Rekov on May 22, 2016, 02:30:30 pm
Does this have playable elves? Is that why it's called rise of the dark elf?
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: GM-X on May 23, 2016, 05:37:39 am
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)
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Rumrusher on May 23, 2016, 07:00:36 am
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.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: GM-X on May 23, 2016, 08:58:49 pm
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.

Basically a mixture of Rangers and Rogues, with a silver weakness. A necromancer or vampire Dark Elf could be quite dangerous.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Kristviljan on May 24, 2016, 05:32:42 pm
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?
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Rumrusher on May 24, 2016, 10:36:38 pm
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.
but considering this game has god curses you could just tip over some statues and unlock the similar abilities... unless that also needs mortal.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: GM-X on May 24, 2016, 10:51:37 pm
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?

Yes, Orcs can learn secrets. It sounds like you read one of the many other Necro books with similar titles, that may or may not contain any actual secrets. If you for sure read a slab and it didn't work... let me know what the secret was and I will take a look. 

Update 43.03 [v33] is incoming. World gen is working well for large regions, so it will be uploaded later tonight.
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: LtGreeneyes on May 25, 2016, 02:44:45 am
Awesome! I'll be giving the mod another go once the update lands. :D
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: GM-X on May 25, 2016, 03:53:40 am
DAII: War & Mythos [43.03] [v33] has been released.
(http://i.imgur.com/TPYCQFU.png) (http://imgur.com/TPYCQFU)
"Dark Age has fallen upon the world of Dwarf Fortress."

PC Download (62MB): [Dark Ages: War & Mythos: Start Pack] (http://adventrpg.com/warandmyth.html)
ASCII Direct Download: (12MB) (https://www.dropbox.com/s/ttqwp89avm77bqc/DAII-War%20and%20Mythos%2043.03%20v33%20ASCII.zip?dl=0)
Release Version: 33 (DFHack not required.)
Release Notes: Use the new 250-year old large regional advanced world parameter for the best stability during world gen. Not all Start Pack utilities work with DF version 43.03.
Race Lore: War & Mythos (http://adventrpg.com/warandmythos-races.html)
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Rumrusher on May 25, 2016, 04:22:48 am
okay so my anti-virus said Dwarfmockup.exe was a trojan... also is there a Non Start up pack for this I can get?
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: GM-X on May 25, 2016, 04:47:56 am
okay so my anti-virus said Dwarfmockup.exe was a trojan... also is there a Non Start up pack for this I can get?

It is a false positive but it's been reported before, so I removed it. Also just re-added the ASCII download to the OP. 
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Rumrusher on May 25, 2016, 04:59:45 am
oh looks like who ever made the adventure reactions Took out the vanilla stone axe crafting...
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Repseki on May 25, 2016, 05:08:14 am
The adventure reactions don't have any categories either, though it seems the same as the last version of DarkAge. Could probably use an update.

Edit: I guess there are some categories, just not everything has one.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: GM-X on May 25, 2016, 05:38:38 am
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. 
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Rumrusher on May 25, 2016, 05:54:08 am
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.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: GM-X on May 25, 2016, 06:19:04 am
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.

Okay the reaction was there, but the tools were missing from the default raws folder. Fixed it and uploaded the corrected Starter Pack. 
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Kristviljan on May 25, 2016, 08:25:22 am
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?
Title: Re: [<~DAII: War&Mythos~>] Vanilla+Horror [43.02] [v32] "Rise of the Dark Elf"
Post by: Rumrusher on May 25, 2016, 08:50:51 am
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?
  at a church hopefully you got a good Pissed off god.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Kristviljan on May 25, 2016, 09:19:03 am
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.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Rumrusher on May 25, 2016, 10:56:24 am
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.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Kristviljan on May 25, 2016, 11:55:47 am
I thought drinking blood was the way to be cursed in vanilla, but in this mod you had to be bitten or touched or whatever. But perhaps Dark Elves are immune to being cursed through a bite, though why that would be the case I don't know. They're not non-living, they need to eat, drink and sleep like any living creature.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: GM-X on May 25, 2016, 01:22:25 pm
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.

Currently, there is no way to become a Vampire Lord or Ancient/Monster Vampire. They are effectively mega-beasts. The most powerful vampire a player can become is a Master Vampire.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Kristviljan on May 25, 2016, 01:27:13 pm
Ah, I see. Well then, off to get bitten by a master vampire.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: GM-X on May 25, 2016, 01:32:10 pm
Ah, I see. Well then, off to get bitten by a master vampire.

I sympathize with your build idea though... I will add a Dark Elf Vampire Lord class for the next update.  ;)
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Kristviljan on May 25, 2016, 09:46:23 pm
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.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: Rumrusher on May 25, 2016, 11:40:14 pm
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.
that was super fun, you could end up getting a random ability doing that.
probably call it the Curse gambling like your taking mutations. the dragon might be super small and unable to pick up a thing which has happen before.
Title: Re: [<~DAII: War & Mythos~>] Vanilla+Horror [43.03] [v33] "Rise of the Dark Elf"
Post by: GM-X on May 26, 2016, 02:46:14 am
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.

The Spirit Bender curse is missing the tags that restrict it from being repeatedly applied, so thank you for letting me know.

The vampiric dragon curse should not effect your humanoid body, but it makes me wonder if you are transforming back into an adult body or not. Was this your Greater Foul Blend character?

-Please do not think twice about asking questions or reporting any issues you are having.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33]
Post by: Kristviljan on May 26, 2016, 08:22:52 am
My speed drops even if I haven't transformed into a dragon yet. I can get the vamp dragon curse and immediately my speed will drop to 0,099.
I think it also affects the normal dragon curse where your character will turn into a dragon right away. If I wait until I turn back I will be unable to pick up stuff without becoming super slow.

I'll look into it and see if I become small when I get a dragon curse.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33]
Post by: Repseki on May 26, 2016, 08:43:31 am
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)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33]
Post by: Kristviljan on May 26, 2016, 09:46:54 am
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33]
Post by: GM-X on May 26, 2016, 05:02:06 pm
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)

Thank you for this. Hilarious to imagine a Weredragon in human form so muscular it can barely move. It's a little suspicious.

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.

I uploaded a hot fix with no version notes. 1000% strength increase seems a lot more reasonable and should avoid triggering the bug. I also gave Spirit Benders some love. They are no longer restricted to healing once in a lifetime.
Title: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: GM-X on May 27, 2016, 05:01:14 am
Spoiler (click to show/hide)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: Kristviljan on May 27, 2016, 11:01:54 am
Is it possible to be cursed with a regular wereform, like say werewolf or werebear or something, when you profane a temple?
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: GM-X on May 27, 2016, 04:57:05 pm
Is it possible to be cursed with a regular wereform, like say werewolf or werebear or something, when you profane a temple?

Spoiler (click to show/hide)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: Morgoth on May 29, 2016, 08:44:29 pm
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: GM-X on May 29, 2016, 10:30:26 pm
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.

Confirmed. It does the exact same thing to me. This settings was working great in 43.02 so not sure what happened. However, a 175-year old large region completed successfully when I tested it.

I also recommend a "Fire & Ice" medium world, which is suddenly stable again. I've uploaded an interesting ASCII world on the OP, and just now uploaded an interesting Ironhand world.

Fire & Ice World "Todidefini, The Past Dimensions" (Ironhand): 34MB (https://www.dropbox.com/s/m0guub021ffobe2/region2Todidefini.zip?dl=0)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: megahelmet on May 31, 2016, 03:57:55 am
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: ethanwdp on May 31, 2016, 10:08:40 am
Apologies if this has already been asked, but where may I download a previous version? Namely for the latest version of 42.whichever.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: GM-X on May 31, 2016, 03:25:35 pm
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)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: megahelmet on May 31, 2016, 10:00:49 pm
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: Repseki on June 01, 2016, 06:52:50 am
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.
Variation
Spoiler (click to show/hide)
Material Template
Spoiler (click to show/hide)
Tissue Template
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: GM-X on June 01, 2016, 06:17:40 pm
Quote
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.

Please let me know if you get any visitors based on location. Some of your terrifying cavern reports would also be helpful. I've been gradually making them more adventuresome, but don't have a good grasp on what is thriving down there. There was one story about a necromancer toad...

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.
Variation
Spoiler (click to show/hide)
Material Template
Spoiler (click to show/hide)
Tissue Template
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.

Currently, Zaeros Animal Trainer reactions can only be produced in Fortress mode using a Tanner Shop.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33a]
Post by: megahelmet on June 02, 2016, 11:13:29 am
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: GM-X on June 02, 2016, 09:43:55 pm
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.

Okay I uploaded v33b. Everyone will need to gen a new world. The "half pet" problem was also happening with Living Statues, which should also be fixed now.

Although Flintlocks were called "large" they should have worked. I renamed them but don't see any problems with the reactions. Let me know if it still isn't working.

P.S. Boartusk demons can be trained. In theory.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: megahelmet on June 03, 2016, 03:33:47 pm
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: GM-X on June 03, 2016, 05:49:11 pm
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.

Yeah, removing an entity also requires a new world gen. I didn't realize that.  :-X

If you or anyone else is in the mood, sign up for the first Dark Ages Succession Fort here:
http://www.bay12forums.com/smf/index.php?topic=158550.msg7030342#msg7030342 (http://www.bay12forums.com/smf/index.php?topic=158550.msg7030342#msg7030342)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: The Big PowerBoss on June 09, 2016, 05:11:23 am
I, uh, know that this might be a dumb question, but how does one profane a temple in adventure mode? The wiki says you can, but doesn't state how, and google only gives me posts that are written in 2012. I would appreciate it if someone would tell me :)

EDIT: nevermind, figured that out by myself.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: Immortal-D on June 09, 2016, 09:30:37 pm
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 many hostile races !FUN! as Fortress Defense.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: GM-X on June 11, 2016, 02:10:28 am
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 many hostile 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. 
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: Immortal-D on June 14, 2016, 09:25:17 pm
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 many hostile 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.
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: Immortal-D on June 17, 2016, 10:13:10 pm
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: GM-X on June 18, 2016, 02:47:55 am
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. They are not as powerful as crossbows for the record, but offer an extra method to lay down lead and silver vs. night creatures. I agree firearms are not ideal for the fantasy horror theme, so they are optional and rare.

Personally, I use them in adventure mode for kicks.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: Immortal-D on June 19, 2016, 11:01:22 am
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: Teneb on June 19, 2016, 12:18:22 pm
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: GM-X on June 20, 2016, 01:41:30 am
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.

Let me know which workshops and invaders you are modding in. I've been impulsively working on new plants and workshops this week.

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.

Thank you for articulating this. I figured since they involve numerous reactions they would never be produced in world gen.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.03] [v33b]
Post by: Immortal-D on June 20, 2016, 09:08:48 pm
On the Workshop side, I have been adding the core crafting ones from Masterwork; Stone, Gem, Bone, Wood, and Brick Oven.  They make treeless and otherwise hostile embarks less of a chore, plus allowing some fun RP designs (gemstone dining hall, decorate with bone :D).

Critters: I know you already have a few embark animals from Deeper Dwarven Domestication, but I also included the Dew Beetle.

Lesse.. still pulling stuff from MW, there is an option which causes food, refuse, and clothing to actually poof away when decayed.  Very useful for fps, and adds a challenge to farming (no more stockpiling 100 years worth of prepared meals).  Though I haven't checked to see if this is possible without DFHack.  There is a abandoned farming mod, Crimson Crops (http://www.bay12forums.com/smf/index.php?topic=154486.0), which adds a lot of nice features, but is buggy beyond my time to address.  Definitely a step in the right direction though, like reducing the yield of underground crops, and allowing them to grow at all seasons.

Invaders: I didn't want to add too many more, since the world's Civ list is already pretty crowded.  However, there are a few stand-out races from Fortress Defense that I feel would fit the Dark Ages theme; Stranglers, Foul Blendecs, and Harpies.

That's all I've got for now, I try to keep my game 'french vanilla', as it were.  If Modest Mod ever gets an Ironhand update, that would be another good one to add.
Title: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34]
Post by: GM-X on June 24, 2016, 09:31:03 am
DAII: War & Mythos [43.04] [v34] has been released.
(http://i.imgur.com/TPYCQFU.png) (http://imgur.com/TPYCQFU)
"Dark Age has fallen upon the world of Dwarf Fortress."
PC Download (62MB): [Dark Ages: War & Mythos: Start Pack] (http://adventrpg.com/warandmyth.html)
ASCII Direct Download: (12MB) (https://www.dropbox.com/s/ep1ljzltxad00tl/DAII-War%20and%20Mythos%20%5B43.04%5D%20%5Bv34%5D%20%5BASCII%5D.zip?dl=0)
Release Version: 34 (DFHack not required.)
Release Notes: Not all Start Pack utilities work with DF version 43.04.
Race Lore: War & Mythos (http://adventrpg.com/warandmythos-races.html)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34]
Post by: Immortal-D on June 24, 2016, 07:26:23 pm
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 :)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34]
Post by: GM-X on June 24, 2016, 09:28:33 pm
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 still plan to add more reactions, including the bone reactions you suggested. I will try to add whatever I can, but feel free to let me know if something you really like is missing.
 
And I always plan to add more common sense fort mode reactions, but typically spend most modding hours blending in monster populations and on expansionism. Trainable Prowler Tusk's is one change for example, that has already greatly effected world armies.

Spoiler (click to show/hide)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34]
Post by: Immortal-D on June 25, 2016, 09:49:38 am
Ya know, I spent so much time seeing furniture made of rock blocks, I'd completely forgotten that most if it can be produced normally at a Mason :-[  There are just a few items I'd like to see;

Stone: Bed.  I know this seems kinda cheap, but the way I see it, only the frame is made of a given material.  The mattress is still cloth stuffed with gravel.  Maybe increase the requirement to 2-3 boulders to compensate.  I mean, if the Dwarves can make comfortable Thrones out of rock...

Gems: Slab, Goblet, and Statue.

All such items for Bone would be a nice RP thing to have, but the final biggest crafting workshop that I put into all of my games is the Brick Oven.  This Furnace converts any boulder (+ 1 Flux) into colored bricks (blocks).  I don't think I need to explain the building potential here :P

If you throw these in, my inner Minecraft will be happy, lol.  Lastly, I'm a fan of more difficult farming however I can get it.  Less yield on underground crops (scaling with Skill level), but they are available at all seasons.  Similarly, above ground crops produce way more, but do have seasons.  If you can figure out a way to make prepared meals decay and otherwise be destroyed after a time, that would provide a good challenge (at least for me).  I know some peeps like to spend a year working on nothing but food, then never farm again.

Oh before I forget, I have actually been playing a bit.  Was year 3 and I just started a Tavern.  I had a visiting, friendly Wizard :D  Somebody's pet Cavie dropped dead, which upset the Wizard greatly. (At least I'm assuming that was the cause, b/c I have no other explanation).  He immediately went ballistic, wiped out the Tavern, the militia, and all my Dorfs :(  So no real feedback yet, due to !FUN!
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34]
Post by: Teneb on June 25, 2016, 02:35:13 pm
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34]
Post by: GM-X on June 26, 2016, 04:14:01 am
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.

Dwarves more square bodies and constant inebriation makes the feel of most chairs irrelevant no doubt.

ASCII only for now, play the test build of 64-bit Dwarf Fortress/Dark Ages: (13MB) (https://www.dropbox.com/s/uegc65bn38uyego/%5B64-bit%5D%20DAII-War%20and%20Mythos%20%5B43.04%5D%20%5Bv34%5D%20%5BASCII%5D.zip?dl=0)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34][64-bit]
Post by: TheBricktop on June 26, 2016, 04:38:34 am
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34][64-bit]
Post by: GM-X on June 26, 2016, 05:03:41 am
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.

Is this the 64-bit version? I haven't tested those reactions in a while but this sounds like a weird vanilla bug.  :-\
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34][64-bit]
Post by: TheBricktop on June 26, 2016, 09:10:06 am
I dont know if its a 64 bit version, I just downloaded latest one from Your website with starter pack (im lazy).
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34][64-bit]
Post by: WakeMeUp on June 27, 2016, 11:47:14 am
This mod FTW!
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34][64-bit]
Post by: Codyo on June 28, 2016, 12:04:47 pm
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)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: GM-X on June 28, 2016, 08:14:06 pm
Quote
Gems: Slab, Goblet, and Statue.

I forgot to add stone beds, but these requested gem reactions were added and uploaded. No version changes are noted so only the file date has changed.

This mod FTW!

Welcome to Dark Ages.

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)

Toady One just posted about there being some issues with .dll files: http://www.bay12games.com/dwarves/ (http://www.bay12games.com/dwarves/)

Quote
"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..."

It can sometimes be overactive anti-virus. Personally, I've not had any issues starting it and generating worlds using Windows 10, and I never make any changes to these files. Not done much testing, but apparently there is only a slight performance increase for the current 64-bit version.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: assasinwar9 on June 29, 2016, 10:35:52 pm
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
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: GM-X on June 30, 2016, 04:14:07 am
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

Can someone confirm this is working okay in vanilla DF? I know Toady One has been tinkering with Stone Axes but I've not knowingly made any changes that would affect this reaction.

Here is the link to v33 Start Pack in case a solution isn't quickly forthcoming: https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0 (https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: Meph on June 30, 2016, 05:43:25 am
Quote
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.

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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: GM-X on June 30, 2016, 07:03:32 pm
Quote
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.

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.

While I definitely appreciate the knowledge of how random items could be substituted in a reaction, it doesn't seem to explain what is happening in this case. The reactions are 100% vanilla as follows:

Code: [Select]
[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]
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: Meph on June 30, 2016, 07:45:16 pm
In that case it might be a DUPLICATE object, which would appear as such in an errorlog. Other than that I could not think of an explanation, except a vanilla DF bug that can not be affected through modding.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: Immortal-D on July 05, 2016, 08:51:57 pm
Soon as this and Therapist hit the stable (ish) 64-bit version, I'm using some vacation time to play for a week.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.05] [v34b][64-bit]
Post by: GM-X on July 06, 2016, 08:54:06 pm
Spoiler (click to show/hide)
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34b]
Post by: saltmummy626 on July 07, 2016, 02:41:37 pm
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.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34b]
Post by: GM-X on July 07, 2016, 04:52:46 pm
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.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34b]
Post by: saltmummy626 on July 07, 2016, 06:33:03 pm
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.

Thanks, and no problem. I've done similar things before.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34b][Start Pack]
Post by: Balistic604 on July 07, 2016, 08:43:32 pm
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.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34b][Start Pack]
Post by: GM-X on July 07, 2016, 09:13:42 pm
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.

Confirmed, thank you. An old version of the raw was being copied. Fixed it now, and uploaded with no version changes.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34b][Start Pack]
Post by: xominxac on July 08, 2016, 03:59:20 pm
PTW
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34b][Start Pack]
Post by: who_cares on July 09, 2016, 08:34:43 am
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.

Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 09, 2016, 02:57:52 pm
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.

Howdy, the Rockforge requires: a block, a pickax, and mechanisms. I just took a look, and there was a typo in the pickax line so thank you for reporting this. I uploaded a hot fix, to retain your saved game use this line in the building_dark_ages raw instead:

Code: [Select]
[BUILD_ITEM:1:WEAPON:ITEM_WEAPON_PICK:NONE:NONE][CAN_USE_ARTIFACT]
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 09, 2016, 07:11:08 pm
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?
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 09, 2016, 08:20:28 pm
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.

Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 09, 2016, 08:29:18 pm
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.

Thanks for the response. I've also used DA and LNP for a long time and have never had any issues. As my own antivirus software doesn't register anything malicious with it, and since all but one of the antivirus programs on VirusTotal are obscure ones I've never heard of, except McAfee (which has a known reputation of false positive reporting), I'll treat these trojans as false positives. Only 6 antivirus programs on VirusTotal out of 55 reported it as malicious anyway.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 09, 2016, 08:39:40 pm
Any monster adventure class requests? -Dark Elf Vampires are the most powerful "monster" adventure class to date.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 09, 2016, 11:55:48 pm
Is it fine to set the End Year for the main world generation higher than 175?
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 10, 2016, 06:59:53 am
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
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 10, 2016, 09:20:03 am
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.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 10, 2016, 06:03:28 pm
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. 
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 10, 2016, 06:41:26 pm
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.
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: LtGreeneyes on July 10, 2016, 11:30:50 pm
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
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 11, 2016, 03:14:00 am
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.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 11, 2016, 03:41:43 pm
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.

Thank you for your responses and help.

Speaking of adventure mode monster classes, is there any way you could let us play dragons? I know it's been attempted before without much success. Apparently letting the player control a dragon with all its proper abilities is scripting hell.

I'm also wondering what the purpose of the classic adventurer builds are. From what I can tell they only let you begin as an Outsider with a very limited selection of skills to invest in.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 12, 2016, 03:26:28 am
You are welcome. Please do not hesitate to ask questions at anytime. --The classic adventure classes have a handful of fairly powerful unique skills, but more importantly, they have stronger physical bodies that regenerate tissues and nails as well as innate skills in line with their classes.

Spoiler (click to show/hide)
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 12, 2016, 02:22:52 pm
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?
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 12, 2016, 06:32:57 pm
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.

Ironhand (64-bit) Download: (16MB) (https://www.dropbox.com/s/lfh6yksv0nrkwlx/DAII%20War%20%26%20Mythos%20%5B43.05%5D%5Bv34%5D%5BIronhand%5D.zip?dl=0)
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 12, 2016, 07:19:59 pm
You're the best! :)
Title: Re: [<~Dark Ages II: War & Mythos~>] Vanilla + Horror [43.04] [v34a][64-bit]
Post by: Immortal-D on July 12, 2016, 08:11:31 pm
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
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 :-[
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 13, 2016, 03:39:10 pm
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.

Extinct? I'm not sure about that, at least in my world gens. I've done five 200 year gens today and checked them out in Legends Viewer to see how things went, and 3 out of 5 world gens had Legendary Dwarves dramatically outnumbering every other civilization, with the next highest being anywhere from 50 to 60 thousand figures behind. In one Humans actually had the most by nearly 100,000, but Legendary Dwarves were the next highest. The fifth, Goblins had the most, with Legendary Dwarves trailing about 10k behind. I'm not sure if it's just bad luck on my part, but I think it at least deserves a lookat. Legendary Dwarves are so powerful and skilled, so much so that with huge numbers they're not at all threatened by any other civ. Correct me if I'm wrong, but I thought in the lore Legendaries were supposed to be very rare, their sighting being a worrying sign of the end times. In my worlds, it's quite the opposite! It's funny and I do love the randomness of world generation, but there have been others and myself that think the Legendary Dwarves maybe need a little bit of tweaking, or some kind of difficulty in history. The constant between all five gens was that the Legendary Dwarves never had any war or rampages. They were left completely undisturbed.

A minor update, but this was actually not the case at all in my latest world gen. I guess it really is just random, but the Legendary Dwarves do still seem to have the easiest time. I'd also like to see an increase in Orc and Gnoll numbers in the future if that's reasonable. "Orcs and Gnolls pillage the night" but they both pose no threat to any of the "good" civs, Humans, Elves, and Dwarves/Legendary Dwarves. In fact, Orcs have never done well at all in any of my world gens, over a dozen. It seems to me like the Orcs in W&M are inspired by brutish, savage versions of Orcs like those in D&D or Tolkien's mythos, so maybe their settlements should be changed from Hamlets and Towns to something like War Camps, Outposts, and Strongholds, and their numbers should be increased?

On a really cool note, in my latest world gen a Goblin civ is situated up north led by one of the oldest, if not the oldest demon in the game world, ruled from a portal to hell in the far north fortress of Illpoison. It's surrounded by Dark Pits and Fortresses and is isolated from the rest of the world, located on evil glaciers. It's the biggest Goblin civ by far and definitely intimidating to see on the map.


A small second thing I've noticed since last version is the Dark Gnome Shamans. They fight wars, but are somehow extinct at the start of the game, and in these wars they often have 10,000 or more kills with no deaths. They're wiping out entire civs!
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: who_cares on July 14, 2016, 09:38:29 am
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
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 14, 2016, 05:59:38 pm
Morgoth, please document some of your world gens on Imgur using legends viewer. The portal to hell world sounds especially crazy.

Spoiler (click to show/hide)

Legendary Dwarves (LD) being perpetual is a feature. :) In vanilla DF, many worlds end up being Elf or Goblin dominated. Legendary Dwarves are expressly included to address this. Note: LD are balanced against monsters and have many advantages, but they are not invincible or even very powerful compared to say, a Lesser Wendigo. Either way, in world gen I'm not sure it matters much. Other than they tend to have more remote easily defended forts in the mountains where there are fewer rampaging monsters.

-I have noticed Dark Gnomes Shamans vanishing. Likely this happens in world gens over 120-years old or so, as this is the same issue that vanilla DF has with Kobolds. It's interesting, presumably due to their diminutive size. But quite the contrast with their presumed prowess in world gen battles.

-Cities are default for most races, as they make for the most useful adventure mode sites. Gnoll and Orc civs do deserve some extra love, but yes, mainly sword fodder as they appear in D&D/d20.

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

Howdy. Will you overwrite this block of text in your saved game raw "reaction_dark_ages.txt" file and tell me if it instantly works:

========================================================================================================

Spoiler (click to show/hide)

========================================================================================================

-There are some poorly constructed spirit bodies that I still need to update, but I've not seen a "Banshee (insertmilitaryprofessionname) spirit Corpse" before.

-I'm unclear if the Rockforge can be modded to build select materials unfortunately, weird that it causes crashing. 
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: who_cares on July 14, 2016, 07:26:00 pm
Firelocks work, thanks.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Ragon on July 15, 2016, 07:04:17 am
How to understand where live Aboleth?
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 15, 2016, 07:46:45 pm
How to understand where live Aboleth?

Spoiler (click to show/hide)
 
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: Morgoth on July 16, 2016, 12:13:50 pm
How exactly do you kill undead in Dark Ages? They seem significantly stronger than in vanilla.
Title: Re: [64-bit][<~DAII: War & Mythos~>] Vanilla + Horror [43.05] [v34c][Start Pack]
Post by: GM-X on July 16, 2016, 06:46:54 pm
How exactly do you kill undead in Dark Ages? They seem significantly stronger than in vanilla.

Spoiler (click to show/hide)
Title: [<~DAII: War & Mythos~>] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: GM-X on July 19, 2016, 02:59:03 am
Dark Ages II: War & Mythos [43.05] [v35] [64-bit] has been released.
(http://i.imgur.com/TPYCQFU.png) (http://imgur.com/TPYCQFU)
"Dark Age has fallen upon the world of Dwarf Fortress."
PC Download: [DAII: War & Mythos] [Start Pack] (http://adventrpg.com/warandmyth.html)
ASCII Download: (13MB) (https://www.dropbox.com/s/tncushrta1eqav0/DAII%20War%20%26%20Mythos%20%5Bv35%5D%5B43.05%5D%5BASCII%5D.zip?dl=0)
Ironhand Download: (16MB) (https://www.dropbox.com/s/jcwjuwyttoyal82/DAII%20War%20%26%20Mythos%20%5Bv35%5D%5B43.05%5D%5BIronhand%5D.zip?dl=0)
Release Version: v35 (DFHack not required.)
Release Notes: Not all Start Pack utilities work with DF version 43.05.
Race Lore: War & Mythos (http://adventrpg.com/warandmythos-races.html)
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: Amperzand on July 20, 2016, 08:15:08 pm
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?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: GM-X on July 21, 2016, 02:40:54 am
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?

Hi Amperzand. For the record, currently any adventurer with a Battle Ax can craft an Arquebus directly and unlimited ammo (using Dark Ages Adventure Crafting).

An obnoxious european-wanderer class does sound like a fitting addition. It would help flesh out a DF investigator class which I'm still kicking around.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: who_cares on July 21, 2016, 10:28:24 pm
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.

Title: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35a][Red Dragons & Evil Rain]
Post by: GM-X on July 22, 2016, 02:24:10 am
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.

Hi who_cares. I uploaded v35a with no release notes. Please overwrite the following block of code in the reaction_dark_ages.txt file in your saved game raws and let me know if this resolves the issue:

===========================================================================================================
Spoiler (click to show/hide)
===========================================================================================================
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: who_cares on July 22, 2016, 03:38:17 am
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: GM-X on July 22, 2016, 08:24:32 am
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: Thuellai on July 22, 2016, 09:51:24 am
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35][Red Dragons & Evil Rain]
Post by: who_cares on July 22, 2016, 05:39:43 pm
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).
Title: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35a][Red Dragons & Evil Rain]
Post by: GM-X on July 23, 2016, 12:41:08 am
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.

Thank you for informing me Thuellai. Using the [DOES_NOT_DETERMINE_PRODUCT_AMOUNT] tag is why I'm getting away with 1.

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).

Okay, copy and overwrite the following code block into your saved game raws and gem blocks should work too:

==============================================================================
Spoiler (click to show/hide)
==============================================================================

Version W&M v35a has just been released which should mostly resolve the issues reported by who_cares. Only the download release date/time has changed as usual for hot fixes. 
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35a][Red Dragons & Evil Rain]
Post by: saltmummy626 on July 25, 2016, 11:52:02 pm
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?"
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35a][Red Dragons & Evil Rain]
Post by: GM-X on July 27, 2016, 06:53:39 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35a][Red Dragons & Evil Rain]
Post by: jecowa on August 04, 2016, 05:34:43 am
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.
Title: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.0][v35b][Red Dragons & Evil Rain]
Post by: GM-X on August 05, 2016, 07:55:33 am
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.

Thank you for the comparative report. v35b has been released, which updates the six raws. The tweaked vanilla entity raw I will review for the next DF update, which appears to be soon.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rumrusher on August 05, 2016, 02:38:37 pm
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 accidently thinks this mod would work on their computer and ends up not.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on August 11, 2016, 12:36:31 pm
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.

This was added to the OP release notes.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Sorgklaan on August 11, 2016, 11:22:08 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on August 12, 2016, 05:37:14 pm
I will gen a few worlds later tonight. My last round of tests on v35 were working better than usual due to fixes that Toady One made. Meanwhile, you may want to try generating a world with the ASCII version.

Is anyone else having trouble?

 ::)
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on August 13, 2016, 01:14:00 pm
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)
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Sorgklaan on August 13, 2016, 04:22:50 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on August 15, 2016, 10:30:15 am
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.

Okay, doesn't sound like your system then. Sometimes you get unlucky with world gens, but I generated about 10 medium worlds and only 1 crashed before year 175.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Sorgklaan on August 20, 2016, 03:42:39 pm
could just be some odd difference in my system as well. it's fine though, I'm fine with shorter histories.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on August 22, 2016, 06:07:42 pm
could just be some odd difference in my system as well. it's fine though, I'm fine with shorter histories.

In War & Mythos, the history at 175-years is much denser than hundreds of years into vanilla. Year 133 is about as young as I would recommend for a decent number of Necro towers.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: flyteofheart on August 23, 2016, 09:19:02 pm
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!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: flyteofheart on August 24, 2016, 02:58:11 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on August 25, 2016, 12:51:36 pm
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!

Thank you flyteofheart. Emergent behavior is what it's all about.

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.

With DF going 64-bit, I imagine utilities may take a while. Especially since Toady One is about to release another large update.

Here's a link to v33a Start Pack: https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0 (https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0)
Title: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on August 29, 2016, 02:06:48 am
It makes sense to keep the 32-bit version alive so I've added a link to the OP:
(v33a) 32-bit Utility Friendly PC Start Pack: (old) (https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0)
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: flyteofheart on August 30, 2016, 08:06:17 pm
Thank you so much :)

Mods like these make DF even more FUN after I master the vanilla content, ya know? Theres only so many goblin sieges and werebeasts until they pose no threat anymore
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: flyteofheart on September 04, 2016, 02:12:25 pm
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
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on September 05, 2016, 03:00:31 pm
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

Thank you for reporting this. There may be other plants missing the tag. Anyone can copy and paste this line into their "plant_darkage.txt" game save raws to resolve the issue.

The old devlog is down, for the moment. Otherwise two pages exist on the website:

Race Lore: http://adventrpg.com/warandmythos-races.html (http://adventrpg.com/warandmythos-races.html)
Overview: http://adventrpg.com/warandmythos-lore.html (http://adventrpg.com/warandmythos-lore.html)

I recommend starting with a Legendary Dwarf, Druid, or Wizard. Avoid Shadow civilizations at all cost.

Spoiler (click to show/hide)

About a W&M Wiki:

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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Purdurabo on September 07, 2016, 05:18:28 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on September 07, 2016, 05:40:05 pm
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.

Hi Purdurabo,

This was fixed in a later release. If you are running the 43.03 Start Pack, I recommend copying and pasting the new 35b raws into that version, to apply all the subsequent fixes and added content.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Purdurabo on September 07, 2016, 08:04:43 pm
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?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on September 07, 2016, 11:23:10 pm
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?

Correct, copy and paste away then generate a new world.

And it is still possible for Dwarfs to become instantly hostile upon learning certain secrets. It's a feature. But, if you have lots of problems with it let me know the details and I'll take a closer look.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Purdurabo on September 08, 2016, 11:18:27 am
I tried copying the raw folder over and starting a new game but they are still considered as  normal animals.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: flyteofheart on September 08, 2016, 11:52:11 pm
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!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on September 09, 2016, 03:42:05 pm
I tried copying the raw folder over and starting a new game but they are still considered as  normal animals.

I will take a closer look at this tonight, but the fix was to get them to function as animals. That was no longer happening due to the vanilla DF update for fort visitors.

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!

Makes sense to at least start one soon. The next step, is deciding which wiki site to use vs. setting up one on AdventRPG.com.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on September 10, 2016, 10:22:01 am
Edit: Nevermind, latest DT is 43.03

Finally started Dorfing again.  Just to verify;  DF 43.04 is the latest War & Mythos which supports Therapist?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on September 10, 2016, 10:56:26 pm
Small bug report for you; I installed a Nest Box for my Silk Worms, and locked the doors to prevent Dwarves taking the eggs.  A few months later, the female was dead >:(  Likely starved from sitting on the egg for so long, b/c it never hatched.

Edit: Well look at that, the Egg finally did hatch, sans mother.  Still, breeding a supply of them won't work if they are only replaced on a 1 to 1 basis.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GrandpuhTy on September 11, 2016, 01:49:09 pm
How can I download an earlier version of this mod? All the links direct me to the latest version on dropbox.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on September 11, 2016, 04:38:16 pm
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

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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GrandpuhTy on September 11, 2016, 07:02:50 pm
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.

Thanks :D

And do you mean that DFHack doesn't work for 43.03? I tried running the latest version of DFHack(37) and it didn't work with the newest version of the game. Granted I've never played around with DFHack at all, but I wanted to try out the multi-level view.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: jecowa on September 11, 2016, 09:10:57 pm
Do you mean Dwarf Therapist(37)?

Dwarf Therapist supports Dwarf Fortress v0.43.03, but you have to manually update a file (https://github.com/splintermind/Dwarf-Therapist/tree/DF2016/share/memory_layouts) to get it to work with it. If you use a Lazy Newb Pack, it should include working versions of both DFHack and Dwarf Therapist.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GrandpuhTy on September 12, 2016, 05:26:23 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on September 12, 2016, 06:12:26 pm
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.

I think there is a more updated version of DFHack you can download instead, although I thought the included version was was working. ::)

Let me know if that does the trick.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GrandpuhTy on September 12, 2016, 07:10:33 pm
Yeah I have no idea how to use LNP, so I just threw DFHack's files into the DF folder and everything seems to work now. Thanks, and sorry for my random flailing about in here >.>
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Alyfox on September 27, 2016, 05:30:19 pm
*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
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on September 29, 2016, 02:50:03 am
*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

Hi Alyfox, are you still having network errors downloading the Start Pack? I'm able to download it without issues.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Alyfox on September 30, 2016, 01:20:32 am
Tries just now, and yeah. Very puzzling
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: wolfpwned on October 03, 2016, 11:49:23 pm
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!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: assasinwar9 on October 04, 2016, 02:59:41 pm
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
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: wolfpwned on October 04, 2016, 06:59:27 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on October 14, 2016, 04:31:46 pm
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.

The best way to identify slabs is in Legend Mode in DF. Then you can pinpoint the exact location in Legends Viewer.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: The Big PowerBoss on October 24, 2016, 07:01:42 am
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!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on October 25, 2016, 01:33:48 pm
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!

Thank you Big PowerBoss.

Makes sense to me. I thought Toady One would be done with the next release sooner. I'm still busy developing Mars 2030 1.2 and my next game in the meantime, but I will look into this. 
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on October 29, 2016, 07:46:13 am
Would porting DAII 35b to 32-bit be especially difficult?  A beta memory layout for Dwarf Therapist in DF 43.05 just dropped, but only works with the 32-bit version.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on November 01, 2016, 09:48:32 am
Sat down for a small bit of playtime.  Whenever you're working on the mod again, I would like to suggest some variety in equipment.  I added a couple like Staal & Grim, but the differences in body templates made the game crash every 20 minutes.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Morgoth on November 02, 2016, 05:40:53 am
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on November 06, 2016, 01:41:41 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on November 07, 2016, 02:12:12 am
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 is a weird one. I'm not really sure what I would have done to cause it.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on November 09, 2016, 09:50:32 pm
I did not change any graphic settings in the LNP menu before starting the world.  In fact, after this bug I tried reinstalling Ironhand from the graphics menu, but it didn't help.  I will try copy/paste the graphics folder from the DAII zip and see if that helps.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: The Big PowerBoss on November 10, 2016, 08:44:00 am
Is that a DAII bug, or maybe it's something in the latest patch?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Codyo on November 21, 2016, 09:46:35 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Rammok on November 22, 2016, 03:58:28 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Codyo on November 23, 2016, 01:45:36 am
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on November 24, 2016, 03:23:10 am
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.

Elder is probably not the ideal term. It's really being compared to vanilla vampires, which are significantly less powerful. I will look into nerfing vampire bats cause they are a bit too prolific in history.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Immortal-D on November 25, 2016, 09:05:19 pm
I actually wasn't sure if Elder Vampire was in fact a real vampire.  After the bat attack, I kept watch over the surviving peasant.  Literally just a few days of game time after I stopped paying attention, he ate my Chief Medical Dwarf :(
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Coolerz on December 11, 2016, 08:06:17 pm
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!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Coolerz on December 11, 2016, 08:15:36 pm
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 :\
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on December 12, 2016, 11:56:18 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Coolerz on December 15, 2016, 04:07:33 pm
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...
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on December 17, 2016, 03:22:23 am
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...

Bite attacks are meant to transmit the Weredragon curse (I also just noticed that claws do also and that was not intended). It should take a while to go in effect either way, so I will tweak that for v36.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: The Big PowerBoss on December 27, 2016, 10:36:53 am
Perhaps, a Lich adventure class? With a disguise spell to blend in with society?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: toupz on December 30, 2016, 08:39:25 am
Old player returning to dwarf fortress, this mod looks epic but i'm not sure how the lnp thing starter pack works? Or what to do for worldgen...I'm a little bit confused could someone help me? I want to play adventure mode with this mod and enjoy being an elf ranger or something like that...I'd like to try graphics but i usually prefer Ascii. So i downloaded the first option with Starter Pack and i get a lnp tool thingy i'm not sure if i should use it or not or how to use it well!

Edit: I installed ironhand using the lnp executable, and when i click run - dwarf fortress i get an error run anyways? The error is invalid twbt for option print_mode Uknown value

Edit: got it working and changed to standart, so i go to design world with advanced paramters and choose large myth year 175? Does it mean i should make my endyear 175? I'm a bit confused with this, or does any endyear work for enjoying the mod? Thanks

Edit: Sorry for so many edits i figured out everything on my own, generating a world and can't wait to play this mod :D Guess my post is pointless lol
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: toupz on December 30, 2016, 09:46:06 am
Is there any way i can craft arrows?
Edit: Found out wow this mod is epic!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on January 02, 2017, 03:36:10 am
Perhaps, a Lich adventure class? With a disguise spell to blend in with society?

There was originally a Lich adventure class. It would be nice to have them make use of disguise spell.

Is there any way i can craft arrows?
Edit: Found out wow this mod is epic!

Hi toupz. Thank you. I'm glad you figured things out. Please do not hesitate to ask questions.

Years 135-to-175 is an ideal time in civilization development to embark in the Dark Ages mod. Much later, and civilizations may go extinct or world generation may hang. Much shorter and there won't be many necro towers.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: WretchedWolf on January 09, 2017, 09:00:40 pm
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on January 11, 2017, 04:05:23 am
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.

Hi WretchedWolf. I have not explained the differences between Vampire Lords. Basically, the darker the more powerful. There is currently no way to become one, but some other vampires are more powerful than they are.

Here's a link to a little more info: http://www.bay12forums.com/smf/index.php?topic=143540.msg6289665;topicseen#msg6289665 (http://www.bay12forums.com/smf/index.php?topic=143540.msg6289665;topicseen#msg6289665)
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Slozgo Luzma on January 11, 2017, 08:55:29 pm
I'm not sure that this is the right place to report typos, but the messages for the "Lightning" interaction used by wizards and other creatures misspells "lightning" as "lightening." Also, the syndrome that is caused by this interaction is supposed to cause pain, but doesn't seem to have any effect. Is this intentional?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: LCastillo on January 12, 2017, 05:39:51 pm
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?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Putnam on January 12, 2017, 07:47:45 pm
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.

"Show engravings" has always been the default in vanilla.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Alyfox on January 13, 2017, 06:57:34 pm
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?
Title: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v36] [Coming Soon!]
Post by: GM-X on January 14, 2017, 07:19:35 pm
Hail,

All recently posted fixes, typos, and suggestions will be released in v36, soon. Including, the new Lich adventure class with deceptive female human form.

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?

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. 

Spoiler (click to show/hide)

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?

You are able to manually update DF Therapist and DFHack by downloading the 32-bit version of the Starter Pack. The link is faintly on the OP:

(v33a) 32-bit Utility Friendly PC Start Pack: (old) (https://www.dropbox.com/s/eaauqgnijzs1p5a/DAII%20War%20%26%20Myth%20%5Bv33%5D%20%5B43.03%5D%5BStartPack%5D.zip?dl=0)
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Alyfox on January 14, 2017, 10:53:06 pm
Manually updating something sounds out of my wheelhouse -_- Can I just use the 32 bit DT out of the box?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on January 15, 2017, 06:37:47 am
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: rmblr on January 15, 2017, 01:52:28 pm
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?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Alyfox on January 15, 2017, 10:13:15 pm
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.

The v33 starter pack doesn't have DT, or if it does its not in the Utilities directory. I've tried several versions of DT from the official thread, and all of them end up crashing. Dunno what Im doing wrong, but its clearly something.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Alyfox on January 16, 2017, 01:10:34 am
What is it about custom worldgen profiles that the mod doesnt like? O_O (Note: I know its unstable without using the pre-made gens, Im just stubborn)
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v36] [Coming Soon!]
Post by: LCastillo on January 16, 2017, 01:56:48 am

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. 


That's great to hear, I love playing as a werebeast and it's been dicey so far in current version having to work around two weaknesses, and I have some weird compulsion about it being too cheaty to edit the raws myself.

Looking forward to the new version, it might just the thing I need to nudge me into making a new fort.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: LCastillo on January 19, 2017, 01:45:24 am
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,
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: toupz on January 20, 2017, 10:10:22 am
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!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: LCastillo on January 20, 2017, 11:53:11 am
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.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: toupz on January 20, 2017, 12:27:38 pm
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
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: LCastillo on January 20, 2017, 01:28:38 pm
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

Legendary Dwarfs have [SWIMS_INNATE] just like animal men do, so they don't need swimming skill to swim, and you can't train it.
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: toupz on January 20, 2017, 01:31:24 pm
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!
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on January 21, 2017, 03:11:37 am
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?

Are you running advanced world parameters with DFHack off? If so, let me know which parameter you are using. There is one new world in the OP:

v35b Medium Region Year 175: 33MB (https://www.dropbox.com/s/yeb8vwnd1saemwl/warandmyothos_v35b_ascii_windows_64-bit_world.zip?dl=0)

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?

Thank you for the in-depth analysis on material weakness. It's nice to have comparisons in the forum thread.

Night-Creature hunter is long overdue. It has been suggested as investigator, and it does make sense to have a dedicated class in that theme. Currently, any adventurer can produce silver ammo as long as you have a battle axe.

As far as I know, the only way to poison items is using DFHack at this time.

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!

That report gave me quite a laugh too. Do you know which monster you became?
Title: Re: [ϟ~DAII: War & Mythos~ϟ] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: toupz on January 21, 2017, 10:56:35 am
Not sure which monster XD but it was lolzy indeed, i just made a new world and about to start fresh :D but i'm loving this more than i expected!
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: skelepound on January 26, 2017, 04:37:03 pm
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!
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: Akhier the Dragon hearted on January 28, 2017, 03:20:57 pm
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.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: The Mighty Dorf on January 29, 2017, 03:18:30 pm
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.
Title: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Coming Soon!
Post by: GM-X on January 29, 2017, 10:31:17 pm
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.

I have reduced the frequency of Kobold and Human civilizations in v36. Thank you for reporting this twice.

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!

I'm okay with "limited use" of this mod with credit to: DAII: War & Mythos by GM-X. -As long as you don't mind me making limited use of your mod (with credit) in exchange. Interested to see what you have done with your Warklock class.

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.

Hi again. Let me upload v36 before you get started. I am testing it tonight, should be released tomorrow.

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.

This is likely due to the large number of Curious Beast item thieves in W&M. I've reduced the number in v36 because it does produce some repetitive histories at times, in addition to sweeping towers clean. Prolific Kobolds populations in the area is a contributing factor.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Coming Soon...
Post by: skelepound on January 30, 2017, 02:06:13 pm
Mainly I just took a couple of disease spells - other than the creature RAWS, the entire Druid and Arcane magic lists are original. Most of the spells for the Warlock class are either taken from u or from masterwork, with some changes made - re-coding from scratch, when the effect is already there, is kinda redundant. And yea, War and Mythos and Masterwork will be given credit. I'll be making the Cleric spells MOSTLY myself - and once Arcane, Druid, Unholy AND Holy magic is made, i can just focus on the wanderers(re-named to Crones, going to use Raven Women as a template), Psionic magic, and magical items - for example, i'm modding in materials such as Giantsteel, which deal extra damage to giants. And I'm considering adding magical Runeswords, which are TECHNICALLY classed as books, but will be effective weapons, because they sharp and can cut through people- essentially a readable sword. When read, it will cause a temporary syndrome, so a Ogre Runeblade, when read, will boost Strength for awhile - and other things, such as Shadow Runeblades(raise the dead), Inferno Runeblades(shoot fire), and Sky Runeblades(allow flight while syndome is active) will be added. The whole plan of the mod is to make it so magic is much more prevalent in the world, because each spell must be learned seperately - knowing how to cast Summon Giant Toad and how to cast Summon Peregrine Falcon, while both Druidic, are entirely different spells which require different training. I feel like one book or slab teaching you how to fly, spray fire, put your enemies to sleep and heal your wounds kinda takes the fun out of it - this way, you can customize your lineup of magic, and each spell feels like an accomplishment. And the Beaststeel weapons and Runeblades should make warriors a bit less unbalanced.

Anyhow, Cleric is next, as Unholy magic is complete as of today. NOTE! This first version will likely have only 50-ish spells, and new spells will be added in with future releases. Thank you so much for allowing me to use your resources - they have been a big help.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Coming Soon...
Post by: Rammok on February 01, 2017, 12:26:41 pm
Been running tweaks on civilizations populations and testing world gen parameters until late last night. Getting more diverse worlds and the fixes and changes seem to be running smoothly. Update is almost super ready. I won't jinx it by using the word "tonight", but very soon v36 will be released.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Coming Soon...
Post by: The Big PowerBoss on February 02, 2017, 06:34:09 am
By the way, do vermancers, sorcerers and the rest who prevailed in building towers still do outnumber other secret types?
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Coming Soon...
Post by: Rammok on February 02, 2017, 05:35:54 pm
By the way, do vermancers, sorcerers and the rest who prevailed in building towers still do outnumber other secret types?

There should be a good mix but there is always a random element. I will review the tower situation in the test worlds before v36 is released.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Coming Soon...
Post by: Akhier the Dragon hearted on February 02, 2017, 07:17:34 pm
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?).
Title: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Released!
Post by: GM-X on February 03, 2017, 03:50:28 am
Dark Ages II: War & Mythos [43.05] [v36] [64-bit] has been released.
(http://i.imgur.com/TPYCQFU.png) (http://imgur.com/TPYCQFU)
"Dark Age has fallen upon the world of Dwarf Fortress."
PC Download: [DAII: War & Mythos] [Start Pack] (https://www.dropbox.com/s/c5khut0jayzm19a/DAII%20War%20%26%20Myth%20%5B43.05%5D%5Bv36%5D%20%5BStartPack%5D%5B64-bit%5D.zip?dl=0)
ASCII Download: (13MB) (https://www.dropbox.com/s/6nex0t5j35gaafp/%5BASCII%5D%20DAII%20War%20and%20Mythos%20%5B43.05%5D%20%5Bv36%5D.zip?dl=0)
Ironhand Download: (16MB) (https://www.dropbox.com/s/qupvnk915ihifj3/DAII%20War%20%26%20Mythos%20%5Bv36%5D%5B43.05%5D%5BIronhand%5D.zip?dl=0)
Release Version: v36 (DFHack not required.)
Release Notes: Not all Start Pack utilities work with DF version 43.05.
Race Lore: War & Mythos (http://adventrpg.com/warandmythos-races.html)
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Released!
Post by: The Big PowerBoss on February 03, 2017, 01:16:17 pm
Great! Gonna test it soon.

UPD: I seems to be missing W&M custom world generation parameters, or am i wrong?
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Released!
Post by: Rammok on February 03, 2017, 04:56:14 pm
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?).

In all my recent tests Elves had large surviving populations, as do the Dark Elves. There are a lot of nasty monsters in the forest, so they tend to be under constant siege.

A big part of the mod is impacted by world generation parameters. Experiment mileage will vary. Feel free to post a link here when you start your new YouTube series. 

Great! Gonna test it soon.

UPD: I seems to be missing W&M custom world generation parameters, or am i wrong?

You are right. They were left out of the Start Pack for some reason. Also, I linked to the old version for the ASCII upload. :-\ I will patch the download tonight, meanwhile I posted the three recommend ones below.

W&M: Advanced World Gen Parameters:
Quote
Spoiler (click to show/hide)

Copy and paste this into:

\data\init\world_gen.txt file.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Released
Post by: The Big PowerBoss on February 04, 2017, 01:02:55 am
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
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Released
Post by: GM-X on February 04, 2017, 05:52:29 am
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

Thank you for reporting this. I had uploaded an incorrect (and untested) mod of the Starter Pack. :(

Let me know if you still have any issues, but I was able to generate and save two interesting worlds before uploading the hot fix. I will also post the saved worlds soon. 
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Released
Post by: The Big PowerBoss on February 04, 2017, 08:41:04 am
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.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] Released
Post by: GM-X on February 04, 2017, 03:58:51 pm
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.

You downloaded the latest v36 upload yes? The link is updated with no new version identification.

I've found playing retired adventurers touchy in the past. It could be connected with complex histories generated by modding, or it could be a vanilla bug. If you use Legends Viewer text or screens to post a bio of this persons life history, I will take a closer look.
 
And yes, innate skills don't seem to work in adventure mode in the same way. In Dwarf Mode, creatures have their skills in full effect.

Title: Dwarfscape
Post by: Rammok on February 09, 2017, 03:30:16 pm
FYI - the website page has not been updated yet but should be this weekend. You will need to download W&M v36 from the OP until then.
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v36] New Release [2017]
Post by: redivider on February 16, 2017, 05:51:36 pm
awww im tryin this baby todayyyy  8) 8)
Title: Re: [⊕ϟDAII: War & Mythosϟ⊕] Vanilla + Horror [43.05][v35b][Red Dragons & Evil Rain]
Post by: GM-X on March 05, 2017, 06:17:08 am
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.

Still looking forward to seeing this YouTube with all the new adventure classes.

awww im tryin this baby todayyyy  8) 8)

Do let us know if you encounter any massive sieges again. Should be less fliers so better fps.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: jmoney813 on March 12, 2017, 11:39:37 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: DorfMeister on March 12, 2017, 04:04:23 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: Rammok on March 14, 2017, 04:28:15 pm
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.

Some of the secrets do mess with the players speed. I don't think it's intended to make the player slower in this case, so I will take a closer look.

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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: redivider on March 14, 2017, 07:48:20 pm
DFhack and therapist work; im playing your latest version; already got 4 undead sieges and 2 goblin and goddamit i hate vampire bats... 
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: DorfMeister on March 15, 2017, 09:12:25 am
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: Rammok on March 16, 2017, 11:19:51 am
DFhack and therapist work; im playing your latest version; already got 4 undead sieges and 2 goblin and goddamit i hate vampire bats...

I really scaled back populations and nerfed the bite, but Goblins still love Vampire Bats it seems.

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

Thank you for letting me know. Since 64-bit Therapist is apparently stable, I will try to release an updated Starter Pack before the weekend is over.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: redivider on March 18, 2017, 07:50:38 am
It is not completely stable for me (dwarf therapist) dfhack seems to be pretty stable though. Therapist crashes for me when i reach a certain population and try to swap over tabs like from labor to military so i have to restart it every time. Im probably doing something wrong
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: Purdurabo on April 08, 2017, 09:42:51 am
Is there anychance you could release this mod with DF hack now that DF hack supports the latest version and is fairly stable?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: Codyo on April 10, 2017, 05:37:29 pm
What's an easy way to remove Legendary Dwarves from world generation?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v36]
Post by: GM-X on April 11, 2017, 07:24:24 am
Is there anychance you could release this mod with DF hack now that DF hack supports the latest version and is fairly stable?

Hi Purdurabo. I'm very close to the release of Mars 2030 1.2 on Steam. As soon as it's out, I'll update W&M with the latest version of DFHack and Therapist 64-bit.
Title: [⊕ϟDark Ages II: War & Mythosϟ⊕] + DFHack & Therapist 64-bit [43.05] [v36a]
Post by: GM-X on April 13, 2017, 11:45:26 pm
The Starter Pack has been updated to include DFHack beta and Therapist 64-bit. Use the same download link. Only the file modification date has changed.

[64-bit] PC Download: [DAII: War & Mythos] [v36] [Start Pack + Therapist and DFHack] (http://adventrpg.com/warandmyth.html)
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Akhier the Dragon hearted on April 19, 2017, 05:35:48 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on April 20, 2017, 08:54:29 pm
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.

Great. I will take a closer look at Hags and Gnome civs.

Meanwhile, I posted links to your play lists more prominently in the OP. Looking forward to the fun.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Akhier the Dragon hearted on April 21, 2017, 11:18:30 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on May 03, 2017, 12:01:08 am
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.

Shadows, Kobolds, and Wizards... oh my.  :-X  Nice embark location.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Akhier the Dragon hearted on May 03, 2017, 12:03:27 pm
It took me a good bit of time to get that world. There is a lot of wiggly little things to make civilizations spread out and biomes to be diverse. Already saw a shadow in one of the videos though it was just a thief and quickly ran off the border.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Alyfox on May 03, 2017, 11:36:49 pm
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on May 04, 2017, 08:00:18 pm
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.   
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Alyfox on May 07, 2017, 02:38:26 am
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on May 08, 2017, 01:14:10 am
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

Are the original seven Dwarves affected? And have you surveyed the caverns yet? There are very very few monsters that can cause problems through stone, and you would likely see them.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Alyfox on May 08, 2017, 06:10:23 pm
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 @_@
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on May 12, 2017, 06:08:59 am
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 @_@

Do let me know if it happens again. If you explore the caverns and it never happens again, that would be interesting too.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Godlysockpuppet on May 15, 2017, 07:11:25 pm
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Alyfox on May 16, 2017, 07:00:46 pm
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on May 18, 2017, 10:35:48 am
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

Hi Godlysockpuppet. I had a feeling Alyfox's merger might explain things. I haven't integrated any Creepy caverns into Dark Ages yet, but I will keep an eye out for illithids and brainstealer dragons.

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

You are correct. All W&M pets are under priced so new player can enjoy as many as possible on embark. It feels balanced to me since vanilla and exotic war pets are still expensive.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Akhier the Dragon hearted on May 19, 2017, 12:01:26 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Akhier the Dragon hearted on May 22, 2017, 09:38:56 pm
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?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on May 23, 2017, 02:21:19 am
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?

As you know in vanilla, Elves absolutely hate the use of wood. In Dark Ages, they merely dislike it so they may chop down trees or trade/loot a range of wood products. Tiny adjustments to the prejudice of entities gives them more freedom to make emergent decisions - based on circumstances and situations. Effectively modding in a wider moral gray area.

I'm not aware of any vanilla updates to Elvin wood usage, but I will double check that.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Akhier the Dragon hearted on May 23, 2017, 08:38:49 am
In vanilla to justify the fact that most of the goods the elves bring are wooden despite their dislike of the cutting down of tree all the items they bring suddenly became grown wood items. Checking the wiki page it looks like this is new. It is mentioned on the DF2014 (http://dwarffortresswiki.org/index.php/DF2014:Elf) version of the Elf wiki page while the v0.34 doesn't have any mention of it.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on June 10, 2017, 01:08:01 pm
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.

I'm fairly surprised you haven't run into more trouble. Your embark area appears to be fairly safe, so far..
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Akhier the Dragon hearted on June 10, 2017, 01:17:35 pm
Can you tell me what constitutes an unsafe location? I have so much trouble getting sieges
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on June 18, 2017, 01:09:59 am
Can you tell me what constitutes an unsafe location? I have so much trouble getting sieges

I can confirm massive sieges are possible using DAII. Please read this reddit post for a good overview: https://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: toupz on June 18, 2017, 12:16:07 pm
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...
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on June 21, 2017, 06:13:26 pm
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...


Hi toupz. Yes. A simple dagger should do the trick. This is actually something I've been meaning to look into updating..
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: vbuss on July 19, 2017, 08:40:51 am
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! 
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on July 21, 2017, 02:55:13 am
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!

Hi vbuss, thank you.

Yes the primary way to learn new spells, is slabs. That is definitely a tall order for most adventurers. For this reason I added many arcane classes that start the game with powerful spells, so you can jump right into casting. It may be wise to create a fort in that world to help equip your heroes.

The mage life is all about barefoot culture my friend. Just kidding, I'm not sure why that would happen. -Wizards should wear boots in addition to socks. I'm planning to release v37 sooner than later with more cave creatures. I will look into this further for you.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: vbuss on July 21, 2017, 07:31:38 am
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. 
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on July 22, 2017, 02:51:23 pm
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.

That's what I like to hear. ;) Good to know Ghoul Fish are making their presence known. Not seen many in action.

Love to read more adventure reports, anytime.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Morgoth on August 05, 2017, 08:58:33 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: TheCowofEternalFlame on August 06, 2017, 04:28:19 pm
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: TheCowofEternalFlame on August 06, 2017, 04:47:03 pm
Also, for some reason I can't seem to build any of the custom buildings
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on August 08, 2017, 05:09:19 pm
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 Morgoth, thank you. I'm hard at work on my next RPG that use to be called Dwarfscape. Once Toady One releases the giant artifact update, I will give W&M a lot more love. Eventually, it will be a rather large Skyrim mod also.

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

I do believe they also beach themselves. I will take a look at the ambush aspect of their behavior again.

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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Polyphynx on August 09, 2017, 07:54:05 pm
Hi, if it's not too much trouble, could you upload this to DFFD? Dropbox is being absolutely abysmal for me right now, downloading at a whopping 5KB/s now sitting stuck on 0B/s several hours in. Third time trying to download it but it's just not happening

Nevermind. Transferring the file to google drive seemed to help
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: TheCowofEternalFlame on August 10, 2017, 08:14:32 pm
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on August 12, 2017, 01:07:47 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: dantebelmondo on August 12, 2017, 03:23:04 am
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on August 13, 2017, 07:42:29 am
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.  :)
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: dantebelmondo on August 13, 2017, 07:24:59 pm
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.  :)

Hey GM-X, basically yes. I utilized the critters_ih.png to make sure all the DA-expanded "GREAT_" creatures have the proper sprites. Replaced most of the Phoebus sprites with the default DA Ironhand ones for the sake of consistentcy. And finally added missing sprites for vanilla creatures, such as reptiles. All the creatures defined in the raw have the proper sprite (except fanciful and equipment).

The file I uploaded contains all the graphics and defs for animals, humanoids and monsters. There's no vanilla civilization graphics and defs (no dwarves, elfs, humans and kobolds). I am not sure how the starterpack graphic changing works. I will investigate it and see what I can do. :)
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: TheCowofEternalFlame on August 16, 2017, 01:45:57 am
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.

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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on August 17, 2017, 02:02:26 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Prismaa on August 17, 2017, 02:55:12 am
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on August 17, 2017, 02:49:19 pm
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

Hi Prismaa. You would not. Phoebus has also been modded to support all the W&M creatures. However, many are based on Ironhand so the creatures may clash with the tileset as you are accustom to viewing it.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: TheCowofEternalFlame on August 17, 2017, 08:14:21 pm
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on August 17, 2017, 11:55:28 pm
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

By enjoying, I hope you mean scared.  :)

And nothing requires DFHack. It's recommended to turn DFHack off for generating worlds and saving if you use it.

I double checked everything I'm aware of that could account for W&M buildings going missing. I believe you, so if this never happened again it would be an actual mystery.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: TheCowofEternalFlame on August 24, 2017, 04:25:16 am
Hey so I think I figured out what was going on before.

For some reason in the RAWs in entity_default.txt the ENTITY:MOUNTAIN section (meaning the section with the RAWs for permitted buildings/reactions for the dwarves) seemingly changed or something so it ended up not having the custom workshops nor the reactions for said workshops being permitted.

I'm not sure why that document changed in such a way, but I just felt I should let you know I figured out why I wasn't able to use the custom buildings before while playing as the dwarves.

If I figure out what changed the document then I'll make sure to fill you in.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: captinjoehenry on September 12, 2017, 10:30:10 am
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on September 12, 2017, 06:01:31 pm
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?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: captinjoehenry on September 12, 2017, 08:27:22 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on September 13, 2017, 12:04:32 am
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.


I guess if it wasn't moving and it wasn't killing you, it probably was dead. 

You earned your Star of Rammok, so I'm sorry you didn't get one. I'm looking into this now. v37 should be released soon, but I will try to address this as soon as possible.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: StevedaG on September 13, 2017, 10:39:27 am
what do you have in store for the new version?
This mod has become my favourite as of right now
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on September 14, 2017, 02:59:45 pm
what do you have in store for the new version?
This mod has become my favourite as of right now

Hi, StevedaG. I'm still gathering the extent of new content for v37, but right now it looks like:
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: captinjoehenry on September 14, 2017, 05:17:25 pm
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?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on September 14, 2017, 05:50:12 pm
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?

There is either an issue with the tag, or the loot tags being placed before the body tags doesn't work. If you feel like running a test, move the "GM-X loot package tags" to after all the body/attack tags, and see if you get a drop.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: captinjoehenry on September 14, 2017, 06:34:19 pm
Nope moving the reward code didn't help.  This time I killed a vampire lord
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on September 14, 2017, 07:31:35 pm
Nope moving the reward code didn't help.  This time I killed a vampire lord

That's what I was afraid of. I know I have seen materials drop.. I will take a closer look later tonight.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on September 15, 2017, 01:34:16 am
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. 
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Chaikhou-L-Jabal on September 15, 2017, 05:50:41 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on September 16, 2017, 12:28:55 pm
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.

Hi Chaikhou-L-Jabal, thank you. If turning off temperature or anything on the Wiki boosts fps, let me know.
Title: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on September 16, 2017, 04:30:54 pm
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?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: captinjoehenry on September 16, 2017, 07:34:10 pm
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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on September 19, 2017, 12:48:43 am
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.

I'm less confident of a loot fix for this after testing over the weekend. Might resort to a workaround.

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

Thank you Captinjoehenry.


v37 Dev Note: Select & enhanced Fortress Defense II and Creepy Caverns creatures are blending nicely into v37. No ETA, but early tests were stable.

Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on September 25, 2017, 12:48:20 pm
War & Mythos is getting a Dark Isle in Skyrim! Work is progressing rapidly, and it is terrifying.

Also, v37 is still coming along. I am not blending FDII as is, but instead it's been extensively modified into numerous war-like races which can invade your Fort. Turns out, there was a decent amount of overlap in creatures in that mod, so I've largely replaced them with Dark Ages monsters.

So instead of Minotaur's invading your fort, you will have Greater Minotaur's invading your fort! They will also avail themselves of Dark Ages weaponry and magic.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: ALWAYSANGRON on October 03, 2017, 08:34:06 pm
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?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: DarkerDark on October 06, 2017, 09:23:05 pm
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?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on October 10, 2017, 12:15:45 am
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?

Hi. Legendary Dwarves are more powerful more ancient vanilla Dwarves. You may want to use Legend Viewer to locate them. They are also playable.

This mod produces hyper active world histories, which can technically use more CPU power. I've found normal FPS solutions recommended for vanilla DF greatly boost FPS: Maximizing Framerate (http://dwarffortresswiki.org/index.php/DF2014:Maximizing_framerate)

(Virtual servers and virtual machines, also boost FPS.)

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?

Hi DarkerDark, no arquebus cartridges in Fort mode... I thought that was super fixed. I'm taking a closer look now. Thank you for reporting this. 



I found the problem. Please replace the tag block inside of reaction_dark_ages.txt with the following tag block and you should be able to produce cartridges:


Code: [Select]
=========================================================================================================

[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]

========================================================================================================
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Horde of unicorns on October 12, 2017, 01:30:40 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on October 13, 2017, 05:48:29 pm
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? 
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Horde of unicorns on October 14, 2017, 10:03:02 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on October 14, 2017, 05:29:04 pm
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.

You raise a point that key adventure classes may not warrant an attribute cap. 1000 is roughly normal dwarf/human ability across the board:
http://dwarffortresswiki.org/index.php/DF2014:Attribute (http://dwarffortresswiki.org/index.php/DF2014:Attribute)

Okay I thought that was the "Soul Bending" you were referring too. It should only depend on the sphere of the temple you profane.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Horde of unicorns on October 15, 2017, 04:28:57 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on October 17, 2017, 01:52:41 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Horde of unicorns on October 20, 2017, 11:01:20 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on October 27, 2017, 04:01:36 am
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.

I will address dragon sustenance in v37, which is next up on the release list.

I have released a W&M mod for Skyrim SE:

(https://i.imgur.com/V34HBdX.png)

(https://i.imgur.com/R71RI8r.png)

Download for PC/XB1/PS4: Dark Isle: War & Mythos (https://bethesda.net/en/mods/skyrim?author_username=AdventRPG&number_results=20&order=desc&page=1&product=skyrim)

(https://i.imgur.com/FTj7bfI.png)
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: FrownTown on November 03, 2017, 03:21:19 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on November 04, 2017, 06:26:38 pm
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.

Hi FrownTown, thank you for this detailed report. I will make a point to address each of the fixes you mentioned in the upcoming v37 release.

Firearms: They are nerfed vs. armored foes. Certain dark ages creatures are materially weak to lead or silver. They are mainly intended as a monster hunters "fancy" ranged weapon.

Dark Elves/Kobolds: Most dark ages races live in cities for numerous reasons.  Kobold's are basically vanilla, living in cities. I have intended to show them love for a while now.

Legendary Dwarves: Live much longer than vanilla Dwarves. This helps deep history balance out. The original goal of this mod is to produce hype active long-term history and in many of those scenarios vanilla Dwarves typically become extinct. Due to short life spans.

They are not the most popular part of the mod, but they do help worlds thrive. I will keep my eye on them with the powerful civilizations introduced in v37.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Purdurabo on November 07, 2017, 05:47:01 am
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.

Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on November 08, 2017, 12:36:29 am
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.

Hi Purdurabo. I'm not aware of a way to mod visitor traffic directly. It seems like DF draws on whatever local populations are nearby your fort. It's possible evil visitors give your tavern a bad reputation. Or that being in the region, kill other more friendly types prior to arrival at your fort.

1) Are you letting Hag Shamans loose in your halls?
2) Is your tavern segregated from the main fort?
3) What are the closest nearby civilizations to your fort? (Legend Viewer)

(Tavern: http://dwarffortresswiki.org/index.php/DF2014:Tavern (http://dwarffortresswiki.org/index.php/DF2014:Tavern))
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Purdurabo on November 09, 2017, 06:49:35 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Vherid on November 12, 2017, 04:03:16 pm
Didn't this used to have a non LNP version to download?
Title: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on November 15, 2017, 12:15:25 pm
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.

I know mischievous entities and curses which cause mischievous behavior can be responsible for this behavior. But so can visitors getting super drunk. Keep me posted on your new fort, I will review the raws for anything else I can affect for v37.

Didn't this used to have a non LNP version to download?

Yes, mainly due to making many rapid changes to the mod and not wanting people to download 100MB every time. I will see about posting a stand alone version for v37.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Purdurabo on November 20, 2017, 06:34:09 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on November 20, 2017, 04:57:23 pm
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.

I never modded beard roast, so that would be very weird. It's possible that fire man was made intelligent by a spell. That one is pretty interesting, where did you see him? Are you using any other mods whatsoever?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Purdurabo on November 20, 2017, 06:35:09 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on November 20, 2017, 07:11:53 pm
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.

Right. Okay. Greater Fire men being trainable is intentional. Also, "Bearded Roast" threw me off. Bearded Mushrooms can be cooked, or made into a drink. I will take a closer look - but I do believe both can get you drunk.

I was generating numerous worlds in v37 last night smoothly - with a massive number of new fortress invaders on the loose. So the next release is close after I round up all reported bugs.

Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Demonbutter on November 21, 2017, 04:53:04 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on November 21, 2017, 05:55:10 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Demonbutter on November 21, 2017, 06:47:54 pm
Sound like cursed Mage Bards. What happened? -Think I will cut back a little on the mischievous tags.

Started off with him knocking down one of my memorial, some poor fellow died early on to a 1 man human siege, which i thought was rather funny but then he went into my archery training room, sat there, knocking down every single one of the archery targets.

Sent in my soldiers to insist he stop at once and promptly removed visitors.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: David26906 on November 21, 2017, 11:22:38 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on November 22, 2017, 04:25:12 am
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.

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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: David26906 on November 22, 2017, 03:16:40 pm
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.

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
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: rmblr on November 23, 2017, 03:34:57 pm
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?
Title: [⊕ϟDark Ages III: War & Mythosϟ⊕] Vanilla + Survival Horror [44.x] [v37] Testing
Post by: GM-X on November 23, 2017, 03:48:08 pm
Quote
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.

To hot fix this replace the "Gather Rocks" reaction in reaction_dark_ages.txt with the following block of code:

Code: [Select]
[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?

Yes it's designed for ASCII and Ironhand with rough support for tilesets included in the start pack. In fact, I will start uploading ASCII saved game worlds for testing of Dark Ages III [44.x][v37] as soon as possible.



Congratulations to Bay 12 Games on the release of Dwarf Fortress 44.01 which introduces artifacts, raiding sites in fortress mode, and pet modding among other things. This giant update will ultimately have a huge impact on Dark Ages development, as will the unreleased upcoming "Myth & Magic" update mentioned by Toady One:

Quote
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/)

Since I can generate short stable worlds already, I will upload ASCII and Ironhand saved games worlds until a stable 44.x release is forthcoming.
Title: Toady One on [44.02]
Post by: GM-X on November 26, 2017, 01:01:24 pm
Still too soon to release the few interesting v37 worlds I've generated without crashing. For the record and for fun, Toady One's replies to 44.02 play testing:

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!
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Vorbicon on November 29, 2017, 08:31:11 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on November 30, 2017, 04:11:36 am
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Vorbicon on November 30, 2017, 02:32:03 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on November 30, 2017, 03:00:02 pm
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?
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Vorbicon on November 30, 2017, 05:49:00 pm
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?

Yep, all the powers seemed to work fine on the Reanimator.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: DVNO on December 02, 2017, 11:01:50 pm
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.  :-\
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: GM-X on December 11, 2017, 03:10:38 am
Hi DVNO, good point. Although Lizard people actually do carry the tag in Dark Ages. Unless it was vanilla lizardmen in that village. They do sometimes hang together.

I won't be waiting to release to DA:III [v37] for a stable 44.x, as it could still be months away. Tests are running smoothly in 43.05 with a large amount of new content. Since raws don't appear to have changed, it should be fairly easy to update to 44.x once Toady One has fixed the show stopping bugs.

Sneak Peak:
(https://i.imgur.com/TVtsQSy.png)
Title: [⊕ϟDark Ages III: War & Mythosϟ⊕] Vanilla + Horror [43.05] [v37] Incoming!
Post by: Rammok on December 15, 2017, 06:35:48 pm
I've now stabilized Medium Region Advanced World Parameters and Large Region Advanced World Parameters. World gen is running the smoothest to date in 43.05. I've reduced Kobolds & Goblins civs slightly to make room for the new Entities, including the Illithid.

I'm now going back over all bug reports in the past year, to ensure they are addressed in DA:III v37. Any last minute requests, let me know soon.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Knight Otu on December 16, 2017, 02:27:21 pm
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.
Title: Re: [⊕ϟDark Ages II: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v36a]
Post by: Rammok on December 19, 2017, 02:38:30 pm
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.

Thank you for chiming in Knight Otu. It doesn't appear the UNDEAD_CANDIDATE tag is required for an entity corpse to be animated.

As an experiment, I added it to most entities in v37 and I do believe there are more types of zombies in world generation now. Although, I've not carefully reviewed the previous populations of zombie types.

I've not played with the CANNOT_UNDEAD tag in a long time and not super clear about its effect.
Title: [⊕ϟDark Ages III: War & Mythosϟ⊕] Vanilla + Survival Horror [43.05] [v37]
Post by: GM-X on December 25, 2017, 07:14:11 am
Dark Ages III: War & Mythos [43.05] [v37] [64-bit] has been released!

The original post has been updated with most of the v37 update info. now. More links will and details incoming. (Please note, this is for the old 43.05 version of DF only for now.)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [43.05] [v37]
Post by: The Big PowerBoss on December 28, 2017, 12:02:13 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [43.05] [v37]
Post by: Rammok on December 28, 2017, 05:34:35 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [43.05] [v37]
Post by: SalmonGod on December 28, 2017, 07:42:19 pm
Since 44.03 has been released, are you thinking of porting this mod up to it anytime soon?
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [43.05] [v37a]
Post by: GM-X on December 28, 2017, 08:23:15 pm
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.

Looks like an older version of Illithid Raws slipped into the v37 release. This will take a bit longer to fix, but it should be uploaded shortly.

Since 44.03 has been released, are you thinking of porting this mod up to it anytime soon?

Hi SalmonGod. I'm keeping a close eye on the bug fixes Toady One is making. One bug in particular would cripple Dark Ages fun, namely one that causes Mega-beasts to freeze on the edge of the map. Initial tests of world generation after a new DF update are always crash-tastic. In contrast, v37a is the most stable version of Dark Ages released so far.


Dark Ages III: War & Mythos [43.05] [v37a] [64-bit] has been released.

v37a was uploaded.  There were quite a few issues with Illithid that required attention. I get the feeling it will be a race that needs fine tuning but v37a should fix the self-targeting issue and several other important things, like muscularity. All Illithid require line of sight or physical contact to use mind powers now too.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [43.05] [v37]
Post by: The Big PowerBoss on December 29, 2017, 02:42:00 am
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [43.05] [v37]
Post by: GM-X on January 02, 2018, 06:17:07 pm
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?

Currently, Illithid do not have much of a surface world presence. I tagged/threw them into the Army of the Abyss entity group, but they rarely thrive for various reasons. Most are wild populations like Aboleth, infesting the caverns but not available as an adventurer spawning city.

This is a good reason to revive the Aboleth Madness entity group removed a while back... so I started tinkering with that for v37b.   
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: GM-X on January 11, 2018, 03:20:55 am
Dark Ages III: War & Mythos [44.04] [v37a] [64-bit] has been released.

World generation is stable - which is unusual this soon after a major update. Only the ASCII version has been uploaded tonight, because sleep has called. No other changes to v37a.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: Immortal-D on January 12, 2018, 09:27:35 am
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: Rammok on January 12, 2018, 01:54:22 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: flyteofheart on January 12, 2018, 09:12:04 pm
Anyone know what the preset "Oram Nalish" is? o:

Starting this mod up again <3 Played it a year or more ago and loved it to death. Havnt played DF in a long time either way. Its going to be great. Thank you so much man. Now if only therapist would update to 44.04..

edit:

https://imgur.com/a/7HuvM

found a great embark. only problem is its not evil ha. I did get high savage

So far iv got about 20 dwarves and no iron here despite multiple shallow and deep metals. which is par for the course tbh. goblinite it is. im hoping to get big seiges from at least one of the civs/towers
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: somebears on January 13, 2018, 06:06:07 am
"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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: flyteofheart on January 13, 2018, 06:29:41 pm
"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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: Immortal-D on January 14, 2018, 09:55:08 am
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?
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: GM-X on January 15, 2018, 04:58:22 pm
"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

Undead Paladin would be quite hardcore in DAIII. How many units was their invasion army?

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?
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.

Congratulations on surviving 10-years in an evil biome. I'm interested to hear about the weather at your embark.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.04] [v37a]
Post by: flyteofheart on January 16, 2018, 02:00:05 pm
Undead Paladin would be quite hardcore in DAIII. How many units was their invasion army?


It was 56 units.

My next fort is going to have a "too OP" button that kills invaders with other methods. Like a winding bridge over lava and a volley of arrows, in case of armed paladin zombies again. Usually I like to use trained military to deal with all threats but alas.

This mod is so flipping massive! I keep encountering strange things.

Also I just saw that you incorporated Fortress Defense in it? According to the credits? But what aspects? o: I used to love that mod

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.

also, what of your custom stuff do you recommend as an OP adventurer that can have a good shot at getting demon slabs after some training? o:

edit2: i wish this mod had a wiki lol. im going insane over here. some person in adventure mode shot webs at me!

Tested so far:

Lich: the disguise seems to randomly not work and then get me trapped in a massive tavern brawl where i have to kill everyone to get out of the site. Not sure if its something im doing. But this is a powerful adventurer. The reanimation thing combined with its good stats and ability to wear human sized armor=wow. i think its balanced, even with the finnicky disguise.

Greater Minotaur: Since this also causes tons of auto aggro, its not worth it since its also not as powerful as the lich and has no unique abilities or disguise :c i couldnt even get out of the room i started in a couple of times.

Warwolf: really fun tbh. No auto aggro and a hell of a fighter. I would love more info about what these guys do. Can I become a warwolf vampire? I need to do more testing..

Nakashim: Similar to Warwolf in fun-ness. Rather fun to be a snake person.

I want to try a magic class next or a human rogue or something. I just have no idea how to actually play them and manage magic combat. should i even carry a melee weapon? who knows
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37a]
Post by: Nikitian on January 19, 2018, 04:01:30 pm
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!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37a]
Post by: PlumpHelmetMan on January 19, 2018, 06:18:46 pm
Just started playing and I've already stumbled into a wizard barfight of apocalyptic scale.

I officially love this mod.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37a]
Post by: GM-X on January 20, 2018, 12:52:53 am
Spoiler (click to show/hide)
Quote
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.

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, maybe Legendary Dwarves and Arcane classes.

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 does it start a cool down period for disguise?

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!

Hi Nikitian. Thank you for reporting this. I've updated the download to correctly include the advanced world parameters. Bogeymen are set to 0 as adventurers have enough trouble with night creatures as it is. Turning them on is fine if you like. 

Just started playing and I've already stumbled into a wizard barfight of apocalyptic scale.

I officially love this mod.

Hi PlumpHelmetMan, thank you. Welcome to Dark Ages..
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37a]
Post by: flyteofheart on January 20, 2018, 01:23:46 am


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
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: GM-X on January 21, 2018, 01:03:02 am


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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: flyteofheart on January 21, 2018, 10:58:29 am

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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: Nikitian on January 21, 2018, 06:55:54 pm
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!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: GM-X on January 21, 2018, 08:24:37 pm

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.

I'd like to think the slab naming bug is pretty rare, unless it's something new to the 44.05 release.. A silver flail would definitely come in handy.

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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: kongor on January 21, 2018, 09:03:51 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: flyteofheart on January 21, 2018, 09:32:04 pm
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:

To @Kongor,

Im not the OP but that sounds like it will work to me? Just be careful because iv had LNP overwrite my raw edits before for some reason. I dont use it anymore because I realized its easier to just edit the inits and install DF hack/DT by itself. and im one of those ASCII people..


Try asking questions about tilesets/LNP here: https://www.reddit.com/r/dwarffortress/comments/7ru8ca/biweekly_df_questions_thread/

people usually reply within the hour and most of them use that pack
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: alaskadawn on January 21, 2018, 10:36:19 pm
Changing the tileset is usually what overwrites the raws with LNP. It's advised to choose the tileset you want and then add the mod.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37b]
Post by: Nikitian on January 22, 2018, 02:07:30 am
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.  :)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: GM-X on January 22, 2018, 02:52:02 am
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?

Hi Kongor, Ironhand Dark Ages is now available for download. I meant to post it days ago.. 
 
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.  :)

I made the changes rapidly in response to your post, without updating the version designation. Unfortunately, it seems to have broken the delicate balance of power so I had to remove them. I will take another pass at fixing them again soon. 

Quote
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:

Thank you for reporting this so quickly. I have removed the "hot fix" and called it v37c for clarity.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: kongor on January 22, 2018, 08:14:24 am

Hi Kongor, Ironhand Dark Ages is now available for download. I meant to post it days ago.. 
awesome, thanks a ton!

just making sure, is the ironhand pack something i can directly paste into a 44.05 lnp install?  i can't quite live without twbt and assorted dfhack scripts
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: CawawaC on January 22, 2018, 01:12:59 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: Rammok on January 22, 2018, 01:19:18 pm
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? 
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: CawawaC on January 22, 2018, 01:22:36 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: Rammok on January 22, 2018, 01:24:24 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: CawawaC on January 22, 2018, 01:25:06 pm
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! :)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: WonderPsycho on January 22, 2018, 07:36:12 pm
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.

my mistake, sorry for confusing you
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37c]
Post by: flyteofheart on January 22, 2018, 07:59:58 pm
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.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: GM-X on January 23, 2018, 04:18:02 am
Quote
Thanks 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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: vite on January 23, 2018, 05:36:55 am
How do I install different tilesets for the mod? Are copy-pasting data and raw folders of the mod enough to make it work.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: WonderPsycho on January 23, 2018, 08:43:46 am
Quote
Thanks 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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: Rammok on January 23, 2018, 03:23:18 pm
Quote
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.

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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: WonderPsycho on January 23, 2018, 05:46:10 pm
Quote
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.

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.
okay, again sorry about the confusion.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: flyteofheart on January 23, 2018, 06:43:02 pm

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!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: Rammok on January 24, 2018, 02:43:33 pm

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!

Madagascar! What will you be doing out there in a hut? Let me know before you leave, I will try to throw in some extra content for you.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: Neothanos on January 24, 2018, 03:28:40 pm
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: GM-X on January 25, 2018, 08:04:15 pm
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 Neothanos. Very close to starting the DAIII Wiki to start explaining all the content. In general, Legendary Dwarves are more powerful longer living Dwarves. They also have castes that use certain forms of magic. The difference in all the race/class variations run along those same lines. Paladin's for example, have the power to heal.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: Gigabytebob on January 29, 2018, 11:13:02 pm
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: burrito25man on January 30, 2018, 02:47:29 am
Hi! Small thing I noticed: the bookbinder and papermaker professions are MIA for the default dwarf entity file.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37d]
Post by: GM-X on January 30, 2018, 04:57:38 am
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 Gigabytebob. You will need to use the Advanced World Parameters included with DA:III for the most stability.

Hi! Small thing I noticed: the bookbinder and papermaker professions are MIA for the default dwarf entity file.

Hi Burrito25man. Thank you for reporting this. Sleep has called, but I will fix this later tonight. Zzz.

Dark Ages III: War & Mythos [44.05] [v37e] [64-bit] has been released.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37e]
Post by: Purdurabo on February 02, 2018, 02:51:20 pm
Is there a 44.05 LNP version of this mod yet?

NVM just threw the raws into the alpha LNP and it is working fine.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37e]
Post by: Purdurabo on February 04, 2018, 11:37:12 am
aquebus cartridges are not working as in they take the gunpowder and bullets but produce nothing.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37e]
Post by: Rammok on February 06, 2018, 07:39:05 pm
aquebus cartridges are not working as in they take the gunpowder and bullets but produce nothing.

Thank you for reporting this Purdurabo. I thought this was fixed a while back..  :( I will take a closer look tonight.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37e]
Post by: GM-X on February 07, 2018, 11:20:57 pm
aquebus cartridges are not working as in they take the gunpowder and bullets but produce nothing.

Thank you for reporting this Purdurabo. Please copy and paste the following over the "CARTRIDGE_FRT" code block in the reaction_dark_ages.txt in your saved game folder. It should instantly fix the problem:

Code: [Select]
[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]

Let me know if that does the trick, and I will upload the fix for v37f.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37e]
Post by: Purdurabo on February 12, 2018, 07:54:09 am
It worked a charm. Thnx mate.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37e]
Post by: buuface on February 12, 2018, 11:23:44 pm
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.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37f]
Post by: GM-X on February 13, 2018, 12:21:17 am
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.

Hi Buuface. Is the sculpture garden near where alcohol is sold? Are these guys drinking and afterwards toppling statues or just straight away toppling them?



Dark Ages III: War & Mythos [44.05] [v37f] [64-bit] has been released.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37f]
Post by: DoktaYut on February 13, 2018, 07:50:43 am
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.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: GM-X on February 13, 2018, 06:26:02 pm
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.

Hi DoktaYut, thank you for reporting this. I suspected something was up with that tag. Still wondering if the mischief is automatic or exasperated by being drunk. Either way, I've removed the tags from heroes.



Dark Ages III: War & Mythos [44.05] [v37g] [64-bit] has been released.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: buuface on February 13, 2018, 08:58:11 pm
Hi actually the sculpture garden is(was) right below the tavern - so its possible that its alcohol related too.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: buuface on February 14, 2018, 06:13:13 am
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: Rammok on February 15, 2018, 12:32:01 pm
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

Likely to be scouts from the Army of the Abyss. They can be visitors, but they can also form sieges against your fort.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: buuface on February 22, 2018, 03:41:18 am
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.

Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: GM-X on February 23, 2018, 12:17:09 am
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.

Clerics are not well tested as civilizations so I second that save edit. I will take a closer look at raising ancestor spirits though. Pets should get more love in v38+.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: Zodex on March 26, 2018, 05:20:37 am
Is this compatible with Dwarf Fortress 0.44.07 or should I wait for the next mod update?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.05] [v37g]
Post by: Rammok on March 26, 2018, 12:55:36 pm
Is this compatible with Dwarf Fortress 0.44.07 or should I wait for the next mod update?

Hi Zodex. I haven't pulled the trigger on the 44.07 update yet since Toady One is "out of office" until next month, but it should work fine.

-Even better actually, since 44.07 fixes sieges.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.08] [v37g]
Post by: GM-X on March 31, 2018, 03:50:29 pm
Spoiler (click to show/hide)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: Neothanos on April 01, 2018, 05:44:46 am
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]
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: GM-X on April 01, 2018, 04:38:32 pm
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]

Hi Neothanos. Thank you for reporting this. It's required that you use Advanced World Parameters for DA:III. If you are, let me know which one. We are still in "pioneer territory" right now with Toady One making new releases rapidly.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: Neothanos on April 02, 2018, 04:56:44 am
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: GM-X on April 03, 2018, 08:56:53 pm
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

This has been more clear in the past, but using named advanced world parameters is better for stability and content such as:

MED-FIRE&ICE-REGION-Y195

These include more or less ideal DA:III end years such as 195. Using other end years your mileage will vary. Large regions are usually more stable, but often get bogged down in events after 300-years or so due to hyper eventful world histories.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: Kraiger on April 11, 2018, 01:08:38 am
It doesn't look like museums are not setup correctly in the most recent patch. I am unable to set them.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: GM-X on April 12, 2018, 03:14:28 am
It doesn't look like museums are not setup correctly in the most recent patch. I am unable to set them.

Hi Kraiger, thank you for reporting this. I was unable to find any reason museum zones wouldn't work correctly. I haven't modded them and they appear to be hard coded. -Unless they key off vanilla display stands and you deployed a DA display stand?

I could technically remove the modded ones now..
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: Neothanos on April 12, 2018, 11:16:49 am
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!  :)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: Garfink on April 12, 2018, 09:29:53 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: GM-X on April 14, 2018, 04:05:17 pm
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!  :)

All the advanced custom settings should work to some end date or another. I left the generic ones in for experimentation. Again, end years will always vary as the mod exasperates any vanilla world gen problems (Toady One is activity tracking a few now). As the DF new releases get more stable you will generally be able to make older worlds.

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 Garfink. Although it may generate 200+ rejected regions, I'm not having any trouble making stable worlds using the advanced world parameters such as:

MED-FIRE&ICE-REGION-Y195

All tilesets will work including Space Fox. Although, DA features a booster collection of Ironhand tiles which are currently only part of the old Start Pack.   
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: Neothanos on April 15, 2018, 12:23:22 pm
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: GM-X on April 16, 2018, 03:35:12 am
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

Great. I'm glad to hear Wine is working. I will eventually post a raws only download.

Also, if you haven't seen it yet there is now a basic DA:III Wiki: http://www.adventrpg.com/WarandMythosWiki/Main_Page (http://www.adventrpg.com/WarandMythosWiki/Main_Page)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.09] [Wanderlust]
Post by: rmblr on April 21, 2018, 05:15:24 am
Any update on a raws only version? Would love to play this mod (again) on Linux.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10] [Wanderlust]
Post by: GM-X on May 23, 2018, 05:28:09 pm
Dark Ages III: War & Mythos [44.10] [v37g] [64-bit] has been released.

DOWNLOAD [PC]: WANDERLUST V3 [44.10] (14MB) (https://www.dropbox.com/s/jwprm642czkuid7/DAIII%20War%20and%20Mythos%20%5B44.10%5D%5Bv37%5D%5BWanderlust%5D.zip?dl=0)
DOWNLOAD [PC]: ASCII [44.10] (14MB) (https://www.dropbox.com/s/br9pfigws0zi9k6/DAIII%20War%20and%20Mythos%20%5B44.10%5D%5Bv37%5D%5BASCII%5D.zip?dl=0)

Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10][Wanderlust]
Post by: Urist McTeellox on May 24, 2018, 02:21:24 pm
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!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10][Wanderlust]
Post by: flyteofheart on May 26, 2018, 10:45:41 am
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10][Wanderlust]
Post by: Rumrusher on May 29, 2018, 09:39:42 pm
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10][Wanderlust]
Post by: Trotskisaurus on May 30, 2018, 03:00:52 am
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10][Wanderlust]
Post by: flyteofheart on May 30, 2018, 09:54:58 am
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.

im not OP but i can answer. you really should look into legendsviewer! after you generate a world, export legends mode and then load the file into legends viewer. you can look at all the civs. if there isnt a dying civ with only 1 member left, regen the world. itll list out that info nicely for you.

as far as legendary dorf starts, when you are chosing your embark location you can tab to a menu that lists "your civilization" and there will be some options there if multiple options exist in the world. itll be the civ names like "The Subtle Door" and if you look in legendsviewer, you can see if that civ is legendary dwarves or not. Select a regular dwarf civ to start from if fhats your thing.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Advanced World Gen and Things [44.10]
Post by: GM-X on June 02, 2018, 10:35:36 pm
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!

Hi Urist McTeellox, thank you for this. Mileage will vary on advanced world parameters. Pre-gen worlds settings often stop working between versions too. I've not had much trouble generating worlds in 44.10 with most but I may need to fine tune things again after the 44.11+ update.

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.

Congratulations. Happy to hear you are alive and well! Ironic to play War & Mythos while joining the peace corps. I'd loove for you to write some stories about your greater rhinoman adventurer or even a quick guide to using them to raid artifacts. No pressure or rush.

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

Thank you for reporting this. I need to look into this further, because I thought I had fixed some of that.

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.

Hi Trotskisaurus, a lot of this varies from world to world in my experience. If you adjust any of the advanced world parameters from default you may get more or less unbalanced civs and or crashing. Not sure if you were checking if you are starting as vanilla or legendary dwarves on the embark screen. 

You may find this YouTube video helpful in starting a world to your exact liking:
https://www.youtube.com/watch?v=bwshTtC8fTY&index=2&t=0s&list=PLbGD7QQtiRBkMnpbz9U4SIwS1jxUmldvS (https://www.youtube.com/watch?v=bwshTtC8fTY&index=2&t=0s&list=PLbGD7QQtiRBkMnpbz9U4SIwS1jxUmldvS)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10][Wanderlust]
Post by: Trotskisaurus on June 04, 2018, 01:18:22 pm
Thanks for the help managed to generate an excellent world using your presets so thankyou! Appreciate you and flyteofheart taking the time to reply; legendsviewer was really interesting, can't believe I didn't know about it!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.10][Wanderlust]
Post by: flyteofheart on June 07, 2018, 03:44:10 am
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.
Title: Dark Ages III: Greater Rhinoman Adventure Guide
Post by: GM-X on June 09, 2018, 05:29:32 pm
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.

Great. I think you are doing some clever adventuring. Feel free to post it here and I will add/revise it to the Wiki:
http://www.adventrpg.com/WarandMythosWiki/Greater_Rhinoman_Adventure_Guide (http://www.adventrpg.com/WarandMythosWiki/Greater_Rhinoman_Adventure_Guide)
Title: Dark Ages III + Hill Dwarves
Post by: GM-X on June 11, 2018, 04:11:26 pm
Quote
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

Sounds like the next release of DF will have a big impact on DA:III. Extremely excited for Hill Dwarves.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on July 09, 2018, 06:45:17 pm
Dark Ages III: War & Mythos [44.12] [v37g] [64-bit] has been released.

DOWNLOAD [PC]: Ironhand Dark [44.12] (16MB) (https://www.dropbox.com/s/xb8ljh0sdpy3psd/DAIII%20War%20and%20Mythos%20%5B44.12%5D%5Bv37%5D%5BIronhand%20Dark%5D.zip?dl=0)
DOWNLOAD [PC]: WANDERLUST V3 [44.12] (14MB) (https://www.dropbox.com/s/3q5a8m2dyms1n9j/DAIII%20War%20and%20Mythos%20%5B44.12%5D%5Bv37%5D%5BWanderlust%5D.zip?dl=0)
DOWNLOAD [PC]: ASCII [44.12] (14MB) (https://www.dropbox.com/s/sfadrel3ludhd3s/DAIII%20War%20and%20Mythos%20%5B44.12%5D%5Bv37%5D%5BASCII%5D.zip?dl=0)

Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: Nooklie on July 15, 2018, 05:47:22 am
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?

Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on July 17, 2018, 04:10:22 am
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?

Hi Nookie, thank you. That is correct. Are you using Dire Woods? Didn't think anyone knew about it..
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: Nooklie on July 20, 2018, 07:29:07 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on July 21, 2018, 04:39:24 am
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.

I asked Sami how soon he would make modding animals a thing he told me: not anytime soon. Sadly, "dire looking" animals is as far as it can be taken for now in Unreal World.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on August 07, 2018, 11:27:48 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on August 08, 2018, 01:20:01 am
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."
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on August 08, 2018, 03:17:53 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: Rammok on August 08, 2018, 04:05:06 pm
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.

Typically I release a special PyLNP with the mod pre-installed.

Since Toady One is in a rapid release phase, there has been no move to do that just yet. The old version of the starter pack is still linked to in the original post. Once he is finished making rapid updates to 44.x (which breaks a lot of utilities) it will happen asap.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: SpeardwarfErith on August 15, 2018, 10:27:32 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on August 20, 2018, 10:06:04 pm
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.**
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on August 22, 2018, 12:41:22 am
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?

Hi SpeardwarfErith, it is easier for me to release it standalone for a number of reasons. Eventually I will release the Stater Pack again, and that does have many advantages for both me and players such as customized tilesets for the mod.

I have heard of mixed results with blood helmet rebellion going back to it's original release. I'm unaware of how functional it is in the 44.12 build. Your mileage may vary, but if you let me know what seems to the problem I will look into this further for you. 

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.**

Hi NTJedi. Yes, many night creatures and monsters are weak vs. silver. Other materials do various types of damage, such as lead which is the next most common material weakness.

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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on August 24, 2018, 04:48:22 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on August 25, 2018, 07:52:03 pm
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.

Thank you again for this. I strongly suspect that DFHack will work the same as with vanilla for the type of stuff you are doing. The only known mod specific snag I've encountered: is world generation sometimes fails while DFHack is running. This may be avoidable as well.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on August 31, 2018, 05:58:53 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on September 02, 2018, 05:46:11 am
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.

I'm aware of large sieges after year five. It can vary a lot depending on a number of factors. What is your population cap? Have you had ambushes? What are the three enemy civs and how numerous are they? Are they at war? Since 40.x player fort sieges have remained rather mysterious - including in vanilla.

Here is the best information I've found:
http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/ (http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on September 02, 2018, 04:25:37 pm
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".
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on September 05, 2018, 05:01:33 am
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".

Thank you for the details. Very odd that there are no ambushes by now. That could be a clue that the region is wrapped up in its own situations or that a nearby lair has monsters killing lots of units.  There are no technical reasons that would prevent ambushes or sieges that I'm aware of. What is the exported wealth of your fortress?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: Srip121 on September 11, 2018, 09:12:36 pm
Question, what is required to set up an arquebus squad? Moreover, how do you get them to reload?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on September 14, 2018, 07:28:17 am
Question, what is required to set up an arquebus squad? Moreover, how do you get them to reload?

Hi Srip121, Dwarves should use the arquebus the same way they use crossbows. By creating a squad using the Archer uniform and ammunition. If that is not working, let me know what is happening and I will look into this further for you.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: Srip121 on September 15, 2018, 03:34:20 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on September 15, 2018, 09:12:25 pm
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.

Thank you for reporting this. Dwarven bows are not working correctly either. I looked into it and ammo is missing from the raws, which means you would need to generate a new world to fix this.

You could modify entity_default and entity_dark_ages Dwarf/Legendary Dwarf raws as follows and generate a new world, if you feel like testing it. I know what would not be easy, but here you are:

Code: [Select]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[AMMO:ITEM_AMMO_CARTRIDGE]

This should work without adding arquebus to world generation or having Dwarves show up with them. Which is something I want to avoid.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: perkel on September 22, 2018, 05:39:30 am
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on September 22, 2018, 08:46:10 pm
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.

Hi Perkel, DFHack is not required by the mod - but it is reported to work fine for most functions. Are you attempting to use DFHack during world gen when it crashes? If so, try generating a world with it off.

If you are running into issues with any function in DFHack, let me know what exactly and I will look into it for you.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on October 02, 2018, 03:07:43 am
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on October 03, 2018, 04:16:26 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: NTJedi on October 04, 2018, 03:20:49 am
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. 
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: thefriendlyhacker on October 04, 2018, 04:23:32 am
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on October 05, 2018, 05:14:55 am
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.

Hi thefriendlyhacker. Yeah, mischievous doesn't cause building destruction but I'm not clear how it impacts the behavior of visitors who are building destroyers. Vanilla human citizens do not have that ability, so something emergent may be happening there.

The way to avoid this for save raws: is to remove the building destroyer tags from Legendary Dwarves.

As for the humans NTJedi, were they Paladins by chance? - I'd like to understand the behavior. Maybe they act out like this after getting drunk for example? (Assuming it isn't a vanilla DF bug with visitors with the building destroyer tag.)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: SyrusRayne on October 20, 2018, 05:14:26 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: GM-X on October 22, 2018, 02:03:36 am
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.

Hi SyrusRayne, thank you for reporting this. I've noticed since updating to [44.12] DA:III advanced world parameters have had trouble generating old worlds consistently. I'm sorry for this, as these parameters were at one time [44.x] working the best to date. I need to invest more time into fine tuning them again, but Toady One had made it sound like he was going to update DF soon, so I held off. Each new update, the dice is rolled on world gen stability.

I've been running tests this week so hopefully I can offer more dependable idealized parameters soon. Until then, you can use vanilla advanced world parameters instead. They are very slightly modded but stable.

Any world gen of 135-175 years is about ideal content wise.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark]
Post by: Demonbutter on October 22, 2018, 04:09:14 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37g]
Post by: Demonbutter on October 23, 2018, 02:00:39 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37g]
Post by: perkel on October 24, 2018, 06:12:01 am
Does it work with DFhack ?
How can i use it with starter pack ?
Title: Dark Ages III: War & Mythos Vanilla + Horror [44.12] [v37g]
Post by: GM-X on October 24, 2018, 03:13:45 pm
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.

Hi Demonbutter, glad you are jumping in. Good timing to have your suggestions included in [v38].

Any reports you have will be helpful. FD:II reports are especially welcome. As far as weapon descriptions go, I will add some of that to the Wiki sooner than later. The weapons should each handle uniquely and similar to RPG standards - but none have been extensively tested.

Does it work with DFhack ?
How can i use it with starter pack ?

Most features of DFHack should work, but possibly not world gen. I will upload the long overdue [44.12] Start Pack this week.

Spoiler (click to show/hide)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37g]
Post by: Demonbutter on October 25, 2018, 03:50:45 am
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37g]
Post by: GM-X on October 25, 2018, 01:13:04 pm
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?

Yes, lets make mods to your save prior to v38:

(1) Overwrite your saved game raws with the contents zip to remove ancestral spirits. May fix the healing spam too:
https://www.dropbox.com/s/do4wsdext1rtt97/an_spirit_save_fix.zip?dl=0 (https://www.dropbox.com/s/do4wsdext1rtt97/an_spirit_save_fix.zip?dl=0)

As far as the wiki goes, thank you for reporting this. The database is down currently which is a first. I have no idea why but I'm looking into it. Having said that, it doesn't explain a ton of details about using the mod.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37g]
Post by: Demonbutter on October 25, 2018, 02:39:25 pm
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.

Spoiler (click to show/hide)
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37h]
Post by: GM-X on October 25, 2018, 04:04:22 pm
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

Sorry about that, replacing the raws with originals should restore it: https://www.dropbox.com/s/4q8gmzzne6y24u8/aspirit_restore_fix.zip?dl=0 (https://www.dropbox.com/s/4q8gmzzne6y24u8/aspirit_restore_fix.zip?dl=0)

If you have Ancestral Spirits on the map when you remove them, it probably breaks things. It may still work if they clear off the map.. Thank you for trying. I have been meaning to address them for a while now, I'd rather remove them completely until they are smoothed out.

Specters can indeed raise zombies. I nerfed many fliers in the latest update, but I have removed the flier tag from them as well in v37h.

Quote
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.

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..
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37h]
Post by: Demonbutter on October 25, 2018, 04:28:03 pm
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?
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37h]
Post by: GM-X on October 25, 2018, 04:34:18 pm
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?

I did not update advanced world parameters yet, when I do I will call that v38. You would get more FUN! using them, if you can manage to gen a world 130-150 years or so. If you want to hold off for the update, that's fine. I will try to make it asap.
Title: Re: Dark Ages III: War & Mythos Vanilla + Horror [44.12] [v37g]
Post by: perkel on October 26, 2018, 02:35:42 am
Most features of DFHack should work, but possibly not world gen. I will upload the long overdue [44.12] Start Pack this week.
[/spoiler]

Thanks. Waiting for starter pack :)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37h]
Post by: SageHeist on October 26, 2018, 12:30:30 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Ironhand Dark][v37h]
Post by: HumanScholar on October 30, 2018, 08:41:56 pm
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.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Advanced World][v38]
Post by: GM-X on November 05, 2018, 06:46:44 pm
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.

Hi SageHeist, I can confirm they are in there in the FDII raws.

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.

Thank you for reporting this. Yes, it's a mystery I've yet to investigate. Until then here is the old webpage links:

http://adventrpg.com/warandmythos-lore.html (http://adventrpg.com/warandmythos-lore.html)
http://adventrpg.com/warandmythos-races.html (http://adventrpg.com/warandmythos-races.html)


Dark Ages III: War & Mythos [44.12] [v38] [64-bit] has been released.
(http://1.bp.blogspot.com/-xASzUB4PctM/UhW2ff1WDTI/AAAAAAAAAcU/5-qmdQQSPb0/s640/Dwarf-Fortress-Blog-Scorchingbowel-Tower-Isoworld.jpg)
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [44.12][Advanced World][v38]
Post by: GM-X on December 01, 2018, 12:36:17 pm
Quote
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.

The Irne Locksnarl Effect!

Villains and corruption will have a big impact on DA due to the many thriving monstrous, vampire, and werebeast strains already leading double lives in the world... Adding these to the (long time coming) vanilla magic system should make for a huge number of possibilities. Profaning temples becoming less random may lead to corrupt individuals (near deliberately) being granted powerful spell-like abilities.

Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: LtGreeneyes on December 09, 2018, 11:34:53 pm
Playing a new game after a long break. :D I generated a new world using your custom Medium sized world parameters. 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. :D

Things are going well so far, and the Queen is in the process of recovering... she won't stay in bed, but oh well, she'll recover eventually... The Trap Tunnels are nearing completion, and the next job is to rig up our drawbridges to secure our Dwarf-home.

We have received multiple waves of Dwarfen immigrants, though the only trade caravan has come from the Humans. Presently, we are facing our second Winter and all the water froze... We are scrambling to produce enough drink to keep the fortress alive since all the water froze and we have not yet finished the well tunnel from the nearby stream (surprisingly, or not, that is the tunnel in which we lost our second casualty). We will adapt and overcome!

Also, we keep getting word that the Gnolls will look to us to support them economically, though we have no idea what that might mean... we have seen nothing of them thus far, but stay alert in case they mean to raid our vaults.

Strike the earth!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: GM-X on December 10, 2018, 10:16:52 am
Quote
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.

Thank you for the detailed fortress report LtGreeneyes. Good to know Batsquatch are still alive and kicking.  :)

(If you are frequently noticing few Dwarf civs in medium worlds or otherwise, let me know.)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: LtGreeneyes on December 13, 2018, 07:57:13 pm
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.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: GM-X on December 14, 2018, 08:27:05 pm
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.


What is the name of your fort LtGreeneyes? I shall produce a chronicle of your report.  8)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: LtGreeneyes on December 15, 2018, 02:18:08 pm
The fortress is named Avuzritan, "Minebegins."

It has been several seasons and the Old One, named Guthstak odubbul Rurast Vetek, is still wreaking havok upon the local wildlife. The ravens, turkeys, wild boar and great wolves seem to provide a constant supply of targets for it to destroy. There have been no migrants since its arrival either. We believe we may have seen the last for a long time, though we now number 130 dwarves and 1 human monster hunter. However, we DID have two more Paladins arrive a season or two back. We lowered the bridges and they ran inside. We think the Old One was too busy chasing down and slaughtering some turkeys.

Sadly, we have had to move all our operations indoors. The kitchens, butcher shop, and tannery have all been moved already, and we have begun digging out a large cavern in which to grow trees. We have also begun the planning stages of bringing magma closer to the surface... the lack of wood is hurting us. The magma we found in the first layer of caverns appears to be a tube, which is lucky for us as we haven't had to dig TOO deep yet. We created a small chamber with an alunite floodgate so we can have a controlled flow to draw from.

Our need for more metal equipment in order to pump the magma has forced us to create a smithing chamber down near to the magma tube, just above the artificial pool we have created. Opening the last wall into the tube itself resulted in a death, luckily it was not our Queen who mined that particular wall, but one of our doctors. Also lucky that we've had several skilled doctors arrive, so it wasn't as harmful as it could have been, though the loss weighs heavy upon our hearts. We will engrave a slab in his memory. We also lost another dwarf, a wood cutter. She seemed somewhat melancholy to begin with, but started a couple fights with others in the colony and we had to put her in jail. She kept muttering about how her life was a nightmare. We did what we could for her, but during her sentence her condition continued to worsen. She apparently felt extremely embarrassed about being incarcerated and had a small mental break, but seemed to recover from it. Some time after her release, she had a total meltdown and eventually went berserk... we had to put her down before she could hurt anyone. She will be buried in our mausoleum. We will have to consider making that chamber grander... it is not fitting that our dead lie in a rough chamber. Another project to add to the list.

We have also begun digging out a way to safely enter the caverns below... we are planning to create some fortifications to allow our marksdwarves to fire upon enemies more safely and watch over any workers that enter. We have heard a distinct lack of screams from below for over a year now, so hopefully the great beast from before has traveled far from us.

We have much to do!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: LtGreeneyes on December 15, 2018, 04:53:45 pm
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.
Title: [⊕ Dark Ages III: War & Mythos ⊕] [Avuzritan Minebegins Chronicle] [PDF]
Post by: GM-X on December 16, 2018, 12:12:05 am
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.

An amazing and valiant effort. Here is the rustic PDF version of your report:

DOWNLOAD: -> [PDF] Rise & Fall of Fortress Avuzritan Minebegins (https://www.dropbox.com/s/by3j8vvouv10xsb/Rise%20and%20Fall%20of%20Fortress%20Avuzritan%20-%20Dwarf%20Fortress%20-%20Dark%20Ages%20Chronicle.pdf?dl=00)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: LtGreeneyes on December 26, 2018, 10:02:19 pm
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: GM-X on January 13, 2019, 05:06:14 pm
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


If you ever want to make edits or post a new fortress report, I can easily update this one or post a new chronicle.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: Molay on January 25, 2019, 03:28:34 pm
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?

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!
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: Purdurabo on January 27, 2019, 06:53:51 am
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?

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!
"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.".
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: Molay on January 27, 2019, 03:54:21 pm
I had no idea that would work. That sounds incredibly easy! Thank you kindly I'll try that later ;)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: GM-X on January 27, 2019, 09:09:57 pm
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?

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!
"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 had no idea that would work. That sounds incredibly easy! Thank you kindly I'll try that later ;)

Sorry for the extra delayed DA:III Start Pack. The above should work. I'm in super deep programming LandofArxox.com (http://LandofArxox.com) right now, but I do keep meaning to upload a new Starter Pack. Gearing up to do so in the next few days or so..
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds
Post by: Molay on January 27, 2019, 11:13:09 pm
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 ;)
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Starter Pack!
Post by: GM-X on January 29, 2019, 01:07:39 am
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 ;)

Arxox will be my third Steam release, but it's the largest. Combat interaction is the #1 priority for Early Access. There are monstrous and mythos related things roaming the landscape...but not directly connected to DA:III mod. It will be possible for the world to end in-game - if enough time passes. 


(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)
[v38] DOWNLOAD [PC]: Starter Pack [W&M]: Dark Ages III [44.12-r05] (124MB) (https://www.dropbox.com/s/7is5m5ruw9flvua/Dark%20Ages%20III%20%5Bv38%5D%20Starter%20Pack%20%5B44.12-r05%5D.zip?dl=0)

Release Notes:
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Starter Pack!
Post by: Molay on January 29, 2019, 01:45:37 pm
I'll keep an eye out for it. Hopefully following it on steam will let me know about early access availability. I love some complex systems and world simulation.

Thanks for the starter pack update! :)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Starter Pack!
Post by: GM-X on March 07, 2019, 01:25:56 pm
Quote
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.

Apparently there will be a big Dwarf Fortress announcement made soon... That and the introduction of villains and corruption should make for an interesting Dark Ages [v39] update.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Starter Pack!
Post by: DarkerDark on March 08, 2019, 12:30:04 am
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.
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Starter Pack!
Post by: GM-X on March 10, 2019, 02:14:39 am
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.

Hello again DarkerDark. Thank you for reporting this.

I'm troubled to hear this is happening because it likely means crashing is inconsistent on different PCs... [v38] was tested to be far more stable during world gen than [v37] with the latest DF build. On my PC anyway. Before it was uploaded, I generated a good number worlds to the end year of advanced parameters.

Can you try again on a different PC and let me know how it goes?

I generated and uploaded a fairly sparse Wanderlust 155-year old medium region for you tonight: [10MB] https://www.dropbox.com/s/yzs88mzsqkgvowq/region2019.zip?dl=0 (https://www.dropbox.com/s/yzs88mzsqkgvowq/region2019.zip?dl=0)
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Starter Pack!
Post by: Thatotherguy23 on March 16, 2019, 01:21:55 am
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!
Title: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38a][44.12] Starter Pack!
Post by: GM-X on March 17, 2019, 02:21:09 am
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!

Hi Thatotherguy23. Thank you for reporting this. I've just uploaded a fix without any version or name changes.
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38a][44.12] Starter Pack
Post by: Curious Key on March 17, 2019, 07:45:35 pm
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
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38a][44.12] Starter Pack
Post by: GM-X on March 18, 2019, 08:49:10 pm
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. 
Title: Re: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38a][44.12] Starter Pack
Post by: Curious Key on March 19, 2019, 10:10:43 am
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.

Ahh, so mainly it's just about secrets + civ populations? I can check for those in legends viewer/browser (can never remember which it is) before I commit so that's perfectly fine. Thanks for the advice!
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38a][44.12] Starter Pack
Post by: Korgoth on March 28, 2019, 09:29:27 pm
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 :(
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38a][44.12] Starter Pack
Post by: GM-X on March 29, 2019, 09:30:19 pm
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 :(

Hi Korgoth, thank you.
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38a][44.12] Starter Pack
Post by: Korgoth on April 06, 2019, 02:06:31 pm
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.
Title: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] Starter Pack
Post by: GM-X on April 10, 2019, 02:43:17 am
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.

If you haven't yet, try to load the retired adventurer with DFHack turned off. Let me know how it goes. I've also updated Mages:

(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)
[v38b] DOWNLOAD [PC]: Starter Pack [W&M]: Dark Ages III [44.12-r05] (124MB) (https://www.dropbox.com/s/7is5m5ruw9flvua/Dark%20Ages%20III%20%5Bv38%5D%20Starter%20Pack%20%5B44.12-r05%5D.zip?dl=0)

Release Notes:
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] Starter Pack
Post by: Korgoth on April 11, 2019, 12:00:06 pm
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.
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] Starter Pack
Post by: GM-X on April 12, 2019, 02:44:26 am
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.

Sorry about the trouble Korgoth. Only the Dark Ages III "advanced world parameters" are tested to perform correctly. Vanilla settings may or may not work. I was able to generate several worlds just now without errors or crashing. If you still have trouble using these settings, please let me know.

Here is a Wanderlust 155-year old medium region I uploaded for you:
https://www.dropbox.com/s/ngkretvobh86fta/regionv38b.zip?dl=0 (https://www.dropbox.com/s/ngkretvobh86fta/regionv38b.zip?dl=0)
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] Starter Pack
Post by: Korgoth on April 14, 2019, 10:15:08 am
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
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] Starter Pack
Post by: GM-X on April 24, 2019, 01:36:57 pm
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

Thank you for letting me know about this. There seems to be some kind of intermittent issue in vanilla DF + mod that is causing some instability during world generation - depending on your PC and apparently PC settings. This may have something to do with the way vanilla DF generates seeds? One other person reported something similar, and there is no other good explanation for what happened in your case. I made only very minor changes to the mod in version v38b.

Quote
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.

Considering the frequency of snatching taking place in DA:III, this ^ will be massive. For the record, a new release of DA:III will also be coming to Steam. This will make updating a much more seamless process going forward.
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] [Steam]
Post by: pietrko on May 04, 2019, 05:39:04 am
Few questions:

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?
3. Can I use other tiles than ironhand?
4. Can I build buildings in adventure mode that "do something" like workshops?
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] [Steam]
Post by: GM-X on May 10, 2019, 02:11:17 pm
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?

Hi Pietrko, sorry for the slow reply I'm swamped in game development currently. 

1. Highly recommend playing Wizards, they are basically sturdy humans with a collection of spells.
2. Here is a Youtube that shows how to obtain spell-like powers from a temple:  Getting Cursed (https://youtu.be/VqHpKVJLIWk?t=76)
3. Cool down is the only thing that governs magic currently. Most spells can be resisted and more easily resisted by larger creatures.
4. Yes you can, in fact all the unique "Ironhand Dark" tiles are added to the other tilesets.
5. You can build lots of things in vanilla DF now, and additional things in DA:III like Arquebus and unlimited cartridge rounds out of thin air. As long as you have an ax. Ideally, you would create a fort that could supply your adventures with more resources.



Quote
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.

This ^ is a big deal for DA:III as it contains dozens of necro/tower types. It will likely take weeks or months to make v39 fully compatible with the upcoming Steam release of Dwarf Fortress. 
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] [Steam]
Post by: Shonai_Dweller on May 10, 2019, 06:00:09 pm
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!
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] [Steam]
Post by: GM-X on May 21, 2019, 02:13:18 am
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!

Hi Shonai_Dweller, I assume Steam will get the latest greatest version of DF with extras. As soon as humanly possible. Although, I'm unclear about the villains release vs. magic build though. Hopefully, Toady One will chime in further about this!



Quote
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...


"I also gave necromancers and vampires the ability to use their secrets and their blood respectively to entice people to join their villainous schemes." —Got a tingly feeling when I read this part.
Title: Re: Dark Ages III: War & Mythos [Vanilla + Horror] [v38b][44.12] [Steam]
Post by: Shonai_Dweller on May 21, 2019, 10:38:27 pm
Toady gave a timeline during one of those Q&As he did after the announcement. It's Villains (all this necromancy stuff, plus mercs, Adventurer parties and people being villaneous), then Villains bug fixes (hopefully not forgetting stress issues), then UI and graphics support development ready for the Steam release. Then either Big Wait (Myth & Magic dev) or Armies and Improved Sieges followed by Big Wait.

Hope we'll hear more about the impact on mods like this one that the zombie apocalypse will bring by the end of the month. Should be enough time after release to make changes by the time Steam turns up in the next year or so.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38b] [44.12] [Newb Pack]
Post by: GM-X on June 05, 2019, 01:09:22 am
Quote
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...

Super looking forward to this. Investigations and adventurer villains will open a wide range of possibilities in DA:III. Exciting that so many features in the coming builds will "activate" content already in the mod.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38b] [44.12] [Newb Pack]
Post by: Deebs on June 14, 2019, 10:29:20 am
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.
Title: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on June 20, 2019, 05:02:26 am
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.

Hello Deebs, thank you for the report. I've just uploaded (yet another) fix to resolve the missing helve issue. Turns out, it was only fixed in the Wanderlust version. :-\ Anyone who downloads it now will get the fix in the Start Pack and Ironhand Dark.


As far as Red Dragon adventures go, yes it is considered a vampire-like curse due to the blood sucking tag. As I recall this is an extension of it being a were-curse in worldgen and fortress mode. May want to remove that tag before starting a new toon. I likely will in the next content update.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 16, 2019, 01:01:27 am
Quote
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.)...

There are tons of large exotic pets in DA:III so the addition of mounts both living and undead is extremely exciting. Hopefully flying will get some love next.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Kavrick on July 22, 2019, 06:48:39 pm
For some reason in adventure mode i cant see my skill list, it's completely blank

I managed to figure it out, it seems some of the playable races aren't actually intelligent
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Fireborn37 on July 23, 2019, 08:14:04 pm
im having problems with the textures not loading for any of the new races any idea on how to fix?
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 24, 2019, 12:28:55 am
Hi Kavrick, what race are you playing in Adventure Mode?

im 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?
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Kavrick on July 24, 2019, 10:19:19 am
Hi Kavrick, what race are you playing in Adventure Mode?

im 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
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 24, 2019, 12:37:39 pm
Quote
I 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?
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Kavrick on July 24, 2019, 02:03:55 pm
Quote
I 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.

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.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 24, 2019, 02:57:20 pm
Quote
I 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.

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 beyond 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.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Kavrick on July 24, 2019, 03:18:03 pm
Quote
I 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.

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.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 24, 2019, 03:34:02 pm
Quote
I 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?
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Kavrick on July 24, 2019, 03:55:10 pm
Quote
I 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.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 24, 2019, 04:14:28 pm
Quote
I 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.

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]
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Kavrick on July 24, 2019, 05:56:52 pm
Quote
I 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.

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.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Fireborn37 on July 24, 2019, 06:40:00 pm
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
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 24, 2019, 09:06:25 pm
Quote
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.

If you remove those tags from humans, it basically addresses the entire issue you raised. Only adventurers will have those class powers and generic titles. 

As far as vanilla Dwarves populations go, that has been tweaked many times. They don't survive in world generation as well as Legendary Dwarves which live much longer. Same thing often happens in vanilla DF, which is why I made Legendary Dwarves. You will almost always have enough vanilla Dwarves to thrive in Fort mode so it doesn't impact gameplay in any meaningful way.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: GM-X on July 24, 2019, 10:36:09 pm
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

I am testing this right now for you with the default Newb Pack tileset, which is Phoebus.

Each of the races/classes I've tested so far (with tiles) are displaying the correct tile in the test arena. Can you tell me one race for sure that displayed humans incorrectly?
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38c] [44.12] [Newb Pack]
Post by: Fireborn37 on July 25, 2019, 07:48:21 pm
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
Title: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on July 31, 2019, 12:25:27 pm
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

Thank you for reporting this. v38d is released:

DOWNLOAD [PC]: Starter Pack [W&M]: Dark Ages III [44.12-r05] (124MB) (https://www.dropbox.com/s/7is5m5ruw9flvua/Dark%20Ages%20III%20%5Bv38%5D%20Starter%20Pack%20%5B44.12-r05%5D.zip?dl=0)
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on August 06, 2019, 04:06:26 pm
Quote
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.

Another massive leap forward to DA:III. Dark Ages will function in much more organic ways and players will be able to ebb the flow of evil in various lands. Very exciting developments for Dwarf Fortress.  :D
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on September 10, 2019, 08:32:13 am
Quote
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.

More exciting news about villainy that will have a profound impact on DA:III.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: carlospaul on October 01, 2019, 07:55:50 pm
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?
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on October 24, 2019, 10:39:24 am
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?

1. Mainly physical body parts, depending on the spell.
2. Hexes are not perma.
3. Shadowmancers revert after a set period of time, and cannot do so at will. I think in Adventure Mode it is about 1-day.
4. Books! Necro towers, and getting cursed at temples.
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: Fi on October 30, 2019, 07:05:51 am
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:


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.)
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: Alyfox on November 14, 2019, 05:03:43 am
!!!!!!!!!!!!!!!!

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
Title: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on November 22, 2019, 12:12:25 am
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.)


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.   

!!!!!!!!!!!!!!!!

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

Good. Feel free to share a link to any live stream. Always enjoy watching players deeply afraid..
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: Fi on November 22, 2019, 04:59:50 am
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.

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?)
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: Fi on November 28, 2019, 07:02:18 am
Hello again, GM-X,

This is an incredibly minor issue that most certainly can wait, but I wanted to let you know that the Silver Dragon does not have the '[CAN_SPEAK]' token despite the dragon's flavor text mentioning that it can speak.

Also, while I think I managed to do a good job of implementing it myself, would you consider allowing certain dragons I will explain below to climb through grasping with their front feet—perhaps their tails as well for other purposes—by creating a new body for them within 'body_default.txt' that is a replication of '[BODY:QUADRUPED_NECK]'—I think '[BODY:QUADRUPED_NECK_FRONT_GRASP]' already has similar '[GRASP]' tokens—with the appropriate '[GRASP]' tokens? Something like this...

Code: (New Body & Body Part Entries for Dragons) [Select]
[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]


...and this for 'creature_da_dragons.txt', 'creature_myth_beast_chasm.txt', 'creature_next_underground.txt', and 'creature_standard.txt' files...

Code: (Altered [BODY:?:?:?: for Dragons) [Select]
[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]

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...

Code: [Select]
[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]

...and I believe they should cover every piece of armor and every article of clothing with leather being the requirement to refit any of them as per the default of Dark Ages III. I could look into learning how to make separate reactions for armor and clothing if this is a bit too simplistic—oh, and I mentioned the above because I was wondering if you could test them whenever you have spare time to see if they are to your liking, and if they are, would you consider replacing the current reactions for refitting with the above (or a tweaked version of the above that is of your preference)?

Thanks again for your time. ❦


(E: Added two other 'creature_' files that also contain dragons.)
(E2: Polished some of the text.)
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on November 30, 2019, 01:28:55 pm
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. ❦
  • 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.
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.

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?)

Thank you for asking. I hope he agrees. Here is a link to make it easier to check for his reply:
http://www.bay12forums.com/smf/index.php?topic=172078.msg8057048#msg8057048 (http://www.bay12forums.com/smf/index.php?topic=172078.msg8057048#msg8057048)

DA:IV is going to be a streamlined version of the existing mod content built from the ground up. Since stability and compatibility is gone after major DF releases and new features disrupt stable world generation, even in vanilla DF. I have no choice but to start fresh. (It took a year extra to release DA:I  due to a gigantic DF update and raw changes.)

On top of that each minor release from Toady One greatly impacts world gen stability as he tweaks certain things that have a massive ripple effect. Like the time all babies were born armed with knives. My vision for the mod is much more clear then when I started modding so it needs to reflect the latest features and concepts correctly before being released on Steam.   

Quote
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...

Thank you for this. Excellent insights. I will include these mods in v39 —which does not yet have an ETA but I will say "before 2020" unless Toady One releases the villains update sooner...
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: Godlysockpuppet on December 19, 2019, 08:51:46 pm
Hi,
I noticed you used my illithids from my creepy caverns mod. V. Honoured it got some use, so thanks :) Just a note though, my raws were a little bit bugged (which hasn't been corrected in your own raws) and some of their mental tags (musicality and some other stuff) is duplicated. Just take a look through them and you'll see what I mean, other than that they're functional.
Best of luck,
Gsp
Title: Re: Dark Ages III: War & Mythos [Dwarf Fortress Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on January 02, 2020, 11:55:34 pm
Quote
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.

This is what I was waiting to hear about. As soon as the villains release is available - I can start development on DA:IV! -There is a desire to move as quickly as possible on a stable Steam/Itch release which will be a more enjoyable mod experience.

DA:III is already filled to the maximum with villains. Many do surprising things in history. A hags house was reported to have dozens of kidnapped human children growing up in it over generations. Depending how villains work in the raws, it could be an easy process to overhaul.

Stability during world generation will take a lot of ironing out and no date yet on the Steam workshop. But, when the dust settles - it is going to be extra terrifying.
Title: Re: Dark Ages III: War & Mythos [Survival Horror] [v38d] [44.12] [Newb Pack]
Post by: GM-X on January 15, 2020, 05:48:42 am
Quote
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.)

Armies being created 200-times a year would crash DA:IV, which has many more civilizations producing armies. Hopefully Toady One catches all these! -Guildhalls imparting skill is exciting.
Title: Re: Dark Ages III: War & Mythos [Survival Horror] [v38d] [44.12] [Newb Pack]
Post by: Fi on January 16, 2020, 06:39:24 pm
Vettlingr has not shown any interest in responding to the question asking for his permission—both in his thread and through private messaging three months later, so you may have to ask him yourself for permission to turn his Vettlingr tileset into a Vettlingr_DA tileset that is compatible with Dark Ages.

Thanks again for showing interest in doing so, and even if you cannot get his permission, I will most likely use one of the other compatible tilesets you have available for Dark Ages.  :)



(E: 1/21/2020 - 9:55 PM CST)

Wonderful news! Vettlingr did reply yesterday to strongly grant you his permission to make his tileset compatible with Dark Ages: War & Mythos. ❦

I will sent you a screenshot of the message via PM for certainty.

(E: Forgot to strikeout the previous text.)
Title: Dark Ages IV: War & Mythos [Survival Horror] [v39] [47.04] Wanderlust
Post by: GM-X on March 07, 2020, 07:20:11 pm
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/zvc6f34y6jiy6j9/DarkAges_4_47_04_v39.zip?dl=0)

Release Notes:
Title: Re: Dark Ages IV: War & Mythos [Survival Horror] [v39] [47.04] Wanderlust
Post by: tpssurvivor on March 07, 2020, 10:58:54 pm
(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?
Title: Re: Dark Ages IV: War & Mythos [Survival Horror] [v39] [47.04] Wanderlust
Post by: IrfanxHafiz on March 08, 2020, 12:14:49 am
Oh man used to not be able to create world with large amount of civilizations but now it is possible to create one! Thanks for the update!
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39a] [47.04] [Ironhand Dark]
Post by: GM-X on March 13, 2020, 12:27:54 am
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

Dark Ages IV: War & Mythos [47.04] [v39a] [64-bit] has been released!

---> DOWNLOAD [PC]: Ironhand Dark [47.04] (17MB) (https://www.dropbox.com/s/knc8qmeoxf9cqt6/DarkAges_4_47_04_v39_Iron.zip?dl=0)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/zvc6f34y6jiy6j9/DarkAges_4_47_04_v39.zip?dl=0)

Release Notes:
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39a] [47.04] [Ironhand Dark]
Post by: dewy60 on March 13, 2020, 11:11:27 am
Question: Would Zombies ate my dwarves be compatable with the latest version of the dark ages pack?
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39b] [47.04] [Ironhand Dark]
Post by: GM-X on March 15, 2020, 05:15:28 am
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.

(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

Dark Ages IV: War & Mythos [47.04] [v39b] has been released.

---> DOWNLOAD [PC]: Ironhand Dark [47.04] (17MB) (https://www.dropbox.com/s/knc8qmeoxf9cqt6/DarkAges_4_47_04_v39_Iron.zip?dl=0)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/zvc6f34y6jiy6j9/DarkAges_4_47_04_v39.zip?dl=0)

[3-15-20] [v39b] GM-X: Fixes a few items and reintroduces heroic civilizations. v39b generates even more historic events. While 333-year old worlds are doable, they may push the limits of Legend Viewer if exported.   


Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: GM-X on March 16, 2020, 03:24:48 pm
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

Dark Ages IV: War & Mythos [47.04] [v39c] has been released.

[3-16-20] [v39c] GM-X: Reintroduces all reactions and buildings for Dwarves. v39c adds Dirt and Gloom vampire strains which like most strains, are rare. So far I've added new weapons slowly but I'm happy with the new editions which round out combat styles a bit.   


---> DOWNLOAD [PC]: Ironhand Dark [47.04] (17MB) (https://www.dropbox.com/s/knc8qmeoxf9cqt6/DarkAges_4_47_04_v39_Iron.zip?dl=0)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/zvc6f34y6jiy6j9/DarkAges_4_47_04_v39.zip?dl=0)

Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: Fi on March 31, 2020, 06:34:56 am
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?
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: GM-X on April 03, 2020, 08:59:30 pm
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?

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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: Minstrel on April 10, 2020, 05:43:02 am
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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: GM-X on April 11, 2020, 06:02:08 pm
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 Minstrel, they should be able to produce books. I looked at the [v39c] raws, and I'm not finding any reason they shouldn't be able to.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: CrashyMcGee on April 11, 2020, 07:52:12 pm
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: Fi on April 13, 2020, 10:59:38 am
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.

Hello! Thanks for getting back to me. ❦

That is understandable since it would be a waste of your efforts and time to fully commit to releasing a stable Starter Pack when the base version of Dwarf Fortress could be updated and released on Steam at any time afterwards.

I will be looking forward to seeing Dark Ages IV: War & Mythos in Steam's Workshop when Dwarf Fortress is released in that storefront. :)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: GM-X on April 15, 2020, 01:42:47 pm
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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: vnneetguy on April 17, 2020, 06:45:34 am
I can't wear crafting gauntlets,gloves well ... handwear as a Vampire Lord (although i can with starting equipments)
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: GM-X on April 18, 2020, 03:24:21 am
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.txt

Code: [Select]
[BODY_SIZE:12:0:70000]
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: vnneetguy on April 19, 2020, 04:07:05 am
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.txt

Code: [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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: CrashyMcGee on April 19, 2020, 10:02:18 pm
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)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39c] [47.04] [Ironhand Dark]
Post by: GM-X on April 20, 2020, 02:11:57 pm
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.txt

Code: [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.

Thank you for reporting this. Do not hesitate to report any other bugs you encounter. I will try to resolve this list in release [v39d] shortly.

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)

Molten venom... Sounds emergent due to their bodies being so hot from fire breathing? I tend to make all poisons highly infectious not matter how the creature uses it - with the idea of poison crafting in DF at some future date.

You are becoming a Dragonman expert. If you want to share your mods I will include them officially in [v39d]. I'd be interested in reading your adventure reports, if you feel like recording one.
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: GM-X on May 08, 2020, 04:04:00 pm
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

Dark Ages IV: War & Mythos [47.04] [v39d] [64-bit] has been released!

---> DOWNLOAD [PC]: Ironhand Dark [47.04] (17MB) (https://www.dropbox.com/s/knc8qmeoxf9cqt6/DarkAges_4_47_04_v39_Iron.zip?dl=0)

---> DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/zvc6f34y6jiy6j9/DarkAges_4_47_04_v39.zip?dl=0)

[v39] - Release Notes: (https://puu.sh/FLE8p/881927dc7c.png)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: rojiru on May 17, 2020, 01:00:27 am
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: GM-X on May 17, 2020, 01:55:16 am
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.


Hi Rojiru, if you feel like it post the world generation parameters for this world and I will take a closer look. I highly recommend using the included advanced world parameters to the default end year for maximum content and stability.

In dark ages humans, clerics, and paladins are the same race. But Clerics and Paladins have innate skills, stronger bodies, and powers. In your example world vanilla humans were wiped out early. That is especially interesting but there are other human civs still going.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: rojiru on May 17, 2020, 11:12:14 am
That world was a medium region using default Dwarf Fortress parameters.

I spent some time last night generating another world with a large region with default DF parameters and the results were very different!

https://puu.sh/FLyfX/4dae96d70e.png

I'll look for the recommended advanced parameters and load up another world to see what happens.

Disregard below, just working through the issues.
EDIT:
I'm playing with the mod shoved into the "mod" section of a LNP launcher, so it may not be using everything appropriately.
Found the worldgen parameters files. Dropped it into the main DF directory and overwrote the default worldgen file and the parameters show up in game. I'll try it out now.
Crashed on the first attempt, large region Dark Ages preset. around year 110
crashed in worldgen on 2nd attempt using DA preset for medium
sigh. just getting crashes in worldgen using the DA presets
I'm scrapping the way I was running the mod and just overwrit the default DF files. This should have better results. I'm going too far to preserve my keybindings, I know.
I screwed it all up. Game won't launch DFhack. I am noob.
Fiddled with it again. Seems to be working now.

Edit2:
https://puu.sh/FLE8p/881927dc7c.png

This is the world generated with your parameters. Looks better. :) Still hasn't kept Dark Gnome civs from being wiped out no matter the size of the world or worldgen params.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: it_master on June 21, 2020, 07:08:17 am
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.

(https://i.imgur.com/h7aRtT5.png)

(https://i.imgur.com/JP1Yiwh.png)

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...

(https://i.imgur.com/wpgxC8k.png)

I may need help.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: GM-X on June 24, 2020, 06:02:30 am
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: it_master on June 24, 2020, 07:49:09 am
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: GM-X on June 25, 2020, 04:44:50 pm
Quote
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.

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)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: RoyalRoad on June 25, 2020, 07:12:08 pm
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: it_master on June 26, 2020, 01:11:47 am
Quote
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.

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.
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39d] [47.04] [Mummies]
Post by: GM-X on June 26, 2020, 03:29:12 am
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.

Hi RoyalRoad, thank you. The fact that the glitch is intermittent is disturbing. Have you noticed it in Fort mode?


Quote
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.

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'm having no problems generating 300+ year old worlds with [v39d] using the advanced world parameters. For some reason, certain PCs/builds of DF do not seem to generate advanced worlds consistently. It sounds hard to believe, and I'm hazy as to why, but it has come up over the years. One of the reasons I started generating worlds and including them for download. If you try generating a world on a different PC and it reaches default end year of 333 - it would be helpful to know about.

Other than fewer towers, worlds 133-175 years old are usually pretty good content wise.
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: GM-X on July 01, 2020, 03:13:34 pm
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

Dark Ages IV: War & Mythos [47.04] [v39d] [64-bit] Starter Pack has been released!

[ϟ] DOWNLOAD DARK AGES: IV [PC]:  Starter Pack [47.04] (212MB) (https://www.dropbox.com/s/d19s13jp98vm3fx/Dark%20Age%20IV%20-%20War%20and%20Mythos%20%5Bv39%5D%20Start%20Pack%200.47.04-r06.zip?dl=0)

DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/zvc6f34y6jiy6j9/DarkAges_4_47_04_v39.zip?dl=0)

[v39] - Release Notes: (https://puu.sh/FLE8p/881927dc7c.png)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: Rahk on July 16, 2020, 10:33:52 am
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: GM-X on July 16, 2020, 11:05:24 pm
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: Fi on July 16, 2020, 11:17:29 pm
Hi GM-X,

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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: Jesterdwarf on July 20, 2020, 08:00:11 am
Hello.
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?
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: GM-X on July 20, 2020, 04:37:41 pm
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.

I keep looking at Toady One, and the Steam release. Since tiles will work differently and a brand new tileset will launch with the Steam release, it makes sense to start the work then.

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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: Jesterdwarf on July 21, 2020, 01:48:59 pm
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: GM-X on July 21, 2020, 06:03:55 pm
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 would not surprise me if Gemset was broken, thank you for diving deeper into this. As far as crashing, if you are running with DFHack try with it off. If you are not, try generating worlds on a different computer - if possible.

It sounds annoying as a suggestion, but if I'm able to gen advanced worlds to the default year of 333-years almost every time. But some vanilla DF builds, I have trouble and other people seem to have none.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: SeelenJägerTee on July 28, 2020, 02:26:16 am
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: rmblr on July 28, 2020, 02:30:30 am
Quote
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.
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Start Pack]
Post by: GM-X on July 30, 2020, 01:32:43 am
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.

Hello SeelenJägerTee, thank you for reporting this. I've uploaded [v39f] hot fix for Legendary Dwarves with a new download link.

Your feedback is very welcome. The truth is, most people have not been vocal about the mod.

There is a long lost guidebook that is supposed to help players "have fun" but it keeps getting put off. The wiki was eaten by the internet. But, in some ways I am not sure why any feature should overwhelm players and I'm sorry to hear that. Most of the features are optional and situational, like unique plants for example. They can be valuable and used for alchemy but you don't ever need them. On top of that I don't like to spoil content and I have so many projects currently - greatly explaining them usually comes last on my list. It has hurt the popularity of my content so your perception is quite valid.

Toy Factory - Trinkets. For lore related amusement but there is a long view that one day toys will be used for certain kinds of magical crafting. 

Stone Armor - Not the best armor option but an option that may or may not be a life saver for some forts.

Quote
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?  :-\ The hope is, once DF is on Steam and there is a real workshop with easy patching - more effort will go into making this mod more user accessible.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Start Pack]
Post by: rmblr on July 30, 2020, 03:56:34 am
Quote
Rmblr, 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?

I tend to download vanilla DF linux, extract DA over it, then install dfhack into that dir.. and it mostly works. Occasionally I have crashes, but I'm not sure if that's because I missed something or not.

Quote
I've uploaded [v39f] hot fix for Legendary Dwarves with a new download link.

Is the ascii wanderlust dropbox link in the first post updated to v39f?

Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Start Pack]
Post by: GM-X on July 31, 2020, 04:02:09 pm
Quote
Rmblr, 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?

You convinced me to remake the wiki sooner. And please do share what you are doing with Linux. I will add it the OP.

Updated Wanderlust with the hot fix now also.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Start Pack]
Post by: rmblr on August 01, 2020, 03:16:10 pm
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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Start Pack]
Post by: GM-X on August 03, 2020, 05:05:46 pm
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?


There are no changes to DFhack.init, any plugins/scripts, or the init.txt.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Start Pack]
Post by: rmblr on August 06, 2020, 04:15:15 am
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
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [+Linux Pack]
Post by: Deebs on August 14, 2020, 08:06:07 pm
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?
Title: Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Wiki]
Post by: GM-X on August 14, 2020, 10:52:50 pm
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

Thank you so much. I added the Linux link to the OP a few days ago.

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?

Hi Deebs, you picked a good time to ask questions. I have been remaking the the DA:IV wiki this week and although it does not answer your question - I will add a question and answer section among other things.

Eric Blank gave me the okay to add his mod, but I haven't gotten to it yet. One of the reasons being vanilla magic is expected to get some big changes soon. Also the spell-like powers in DA:IV cover a very wide range of possible spell-effects in vanilla DF. With heroes and taverns it is easy to make spell casters part of your fort, with mixed results. There is even a pet that can convert Dwarves into vampiric magic users, not sure if anyone found that yet.

Adventurers can find spells on slabs in Necro towers, books, certain monsters grant them, and turning over statues in temples to become cursed. Many adventure classes begin the game with a decent set of spells. 

Dark Ages: War & Mythos [Wiki]
http://www.adventrpg.com/DarkAges/index.php/Main_Page  (http://www.adventrpg.com/DarkAges/index.php/Main_Page)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Wiki]
Post by: Deebs on August 15, 2020, 07:51:26 am
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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Wiki]
Post by: GM-X on August 15, 2020, 03:42:34 pm
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]
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39f] [47.04] [Wiki]
Post by: Deebs on August 15, 2020, 08:31:06 pm
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.

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.
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39g] [47.04] [Wiki]
Post by: GM-X on August 17, 2020, 04:00:28 pm
Quote
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.

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]

Quote
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.

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]
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39g] [47.04] [Wiki]
Post by: Deebs on August 19, 2020, 06:24:54 pm
Quote
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.

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]

Quote
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.

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]

Had to make a new world unfortunately, editing the saved world's raws didnt seem to have an effect. However, I was able to successfully make helves, and while I dont know about the drowsy thing, I tested lizardman spit on some peacocks and while it wasnt 100% I did see that their eyes became teal in their description, which I believe means they lost the use of them. One was even effected when I only hit it in the leg, So it seems to be working now. Sorry for late response btw.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39g] [47.04] [Wiki]
Post by: Zalthor on August 21, 2020, 01:46:45 pm
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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39g] [47.04] [Wiki]
Post by: GM-X on August 22, 2020, 12:15:47 am
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?

Hi Zalthor, thank you for reporting this. It appears I left lair hunter speeches out of the Windows Starter Pack. That will be updated shortly. That should not cause a crash during Fortress mode, so the two are likely unrelated. Fort mode crashing is virtually unheard of and extremely difficult to trouble shoot. I lean towards this being a vanilla DF [47.04] bug. It could be caused by a faulty creature showing up on the map I suppose, but I'm unaware of it happening before.

I will look into it for you, the only suggestion I can make right now is - make a back up save game for at least each new year or season. (i.e. save scumming)

Tell me this:

1) How old is your Fort?
2) What sort of animals have shown up?
3) What sort of monsters and heroes have visited?
4) How big is your world?
5) What race was your most recent trade caravan?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39g] [47.04] [Wiki]
Post by: Zalthor on August 22, 2020, 06:37:22 am
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:

Code: [Select]
*** 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

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:
Code: [Select]
NULL artifact removed on load x~2000
Edit5: Alright, I believe that your mod reintroduced a certain bug that was patched a while ago:

Code: [Select]
MOUNTAIN trying to generate musical form without speech or instruments
Impoverished Word Selector
Impoverished Word Selector
Impoverished Word Selector

Edit6: Turns out this is also able to occur for actual civs, as well:

Code: [Select]
Impoverished Word Selector
LEGENDARY_DWARF trying to generate musical form without speech or instruments
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39g] [47.04] [Wiki]
Post by: Deebs on August 22, 2020, 12:09:01 pm
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?
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: GM-X on August 22, 2020, 03:13:37 pm
Quote
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

Paladin Bard? Wow.

Having said that, I did not clear the error log from the Start Pack! The errors caused by missing tools were fixed and now the lair speeches have been fixed for v39h.  Please download the Start Pack again to be sure you are using the latest version. The error log is cleared. This mod really needs Steam, so I can patch it before you click play. If you see a new letter after the version - I fixed or added something. 

NULL artifact removed on load x~2000 - I have never seen that error. Hopefully after you get the new Start Pack it will stop.

MOUNTAIN trying to generate musical form without speech or instruments Impoverished Word Selector - Uncommon, but a vanilla issue I have no effect on. Would not cause crashing as you described.

If things are not smooth sailing after you download the start pack again, please let me know. I have also added a version note under the title in the OP which I will use going forward until Steam Workshops is a thing.

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?

There is not, only refitting but it has been on my mind. After the Wiki is a bit more filled out, I will add metal crafting to  D.A.A.C. (http://www.adventrpg.com/DarkAges/index.php/(D.A.A.C.)_Dark_Ages_-_Adventure_Crafting) along with new monsters for v40.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: Zalthor on August 22, 2020, 05:53:48 pm
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.

I believe that was the issue; to the crashes at worldgen, at least.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: Jesterdwarf on August 27, 2020, 01:11:09 pm
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: GM-X on August 27, 2020, 03:17:31 pm
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.

Hi Jesterdwarf, thank you for reporting this. I noticed there is a lot of weird things happening in DF 47.04. Normally, I do not modify DF until Toady One has released a well groomed update because a lot of these things get ironed out by him.

Dwarven Bow: Metal ones should work, but there was indeed a bug for wooden Dwarven Bows which I have corrected for the next release.

Ungodly Amount of Bards & Poets: I don't like the sound of that. Are you embarked close to Paladins and Druid Dwarves?

Nerco Towers: Yes, I noticed towers are massively weak compared to the last DF release. I made no changes to how they function. Tinkering had no noticeable effect which means they may be broken in vanilla. Or they may work differently now. In some versions, towers didn't get super diverse until very late in history.

Naked Poet Orcs: This sounds like something I can address.

Shadows: When they visit, are they killing everything in sight or just wandering around? Shadows will continue to be the most modded race cause they are challenging to fit into normal DF roles.

Megabeasts: Shadow Representatives are killing Megabeasts? Like what kind? What else are they doing around the map?

No Sieges: That is a big deal. I spent a lot of time reviewing how they work each version of DF and there seems to be no clear explanation for why they do not show up more often. At one point, five years seemed like the most common time to get one. Typically NPC forts are more established so more tempting to attack. This was the best information I found:
http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/ (http://www.reddit.com/r/dwarffortress/comments/2rfjj8/biggest_siege_youve_seen_in_40x/)

I recommend trying a different embark spot without Shadows, and let me know how that goes. It is possible they are killing most units in that area. I will for sure revisit everything you mentioned for the release of v40.

p.s. Have you explored the caverns? How is it going when you dig deep?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: Jesterdwarf on August 29, 2020, 07:10:44 am
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: Jesterdwarf on August 31, 2020, 04:02:32 am
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.
Title: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: GM-X on September 01, 2020, 05:10:47 am
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.

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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: Jesterdwarf on September 04, 2020, 06:01:20 am
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.

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:
1. Now I've had that bug (?) which I've thought affects only necromancers (siege message pops out, 5 or 6 invaders spawn and then immediately leave and siege is lifted instantly) appear with human, warwolf and legendary dwarf sieges. I checked the world out, because my first thought was maybe they don't have the numbers to actually siege me, so they arrive and instantly rout because they are outnumbered or something, but no, civs are absolutely fine, they have the numbers and clear path to me.
2. 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 doanything necromancy and was eaten by giant crocodile so I didn't have time to check if he could raise zombies.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39h] [47.04] [Wiki]
Post by: GM-X on September 12, 2020, 10:39:58 pm
Quote
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.

Sorry for the slow reply, been dealing with the real life Dark Ages of 2020.

If you didn't do a deep dive before you have now. I didn't take offence. You raised important points that I would fully address if there was a way to do so and do so - without consuming a lot of time. I have been down that road before only to have bugs fixed the next update.

Quote
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).

Very glad to hear you survived a serious necromancer siege. If you feel like it, can you check what monster lairs are in the area around that fort? Or if there is a history of rampages in surrounding civs?

Quote
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?

Those sound like night creature experimental zombies. This report is very helpful as I'm unclear about their behavior. I'll have to take a closer look at that.

Quote
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.

You have a serious crocodile problem. I do think he would have, given a chance to approach a dead body. Still something is amiss cause vanilla necromancers seem extremely common now.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Survival+Horror] [v39e] [47.04] [Start Pack]
Post by: Rahk on September 14, 2020, 08:57:29 pm
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. 
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v39h] [47.04] [Wiki]
Post by: GM-X on September 20, 2020, 10:29:01 pm
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.

Great. If I had more time I would probably take vanilla raws in a similar direction (again). There is some overlap in features but no clear conflicts between the mods. I haven't changed the vanilla raws for this release yet so nothing is lost by combining them.

-It should be safe for a copy and paste overwrite (although I haven't tested it).

Dwarf Fortress Revised
http://www.bay12forums.com/smf/index.php?topic=161832.0 (http://www.bay12forums.com/smf/index.php?topic=161832.0)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v39h] [47.04] [Wiki]
Post by: hund on October 04, 2020, 09:11:17 am
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.
Title: Dark Ages IV: War & Mythos [Vanilla+Horror] [v39h] [47.04] [Wiki]
Post by: GM-X on October 07, 2020, 11:28:05 pm
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.

Hi Hund, thank you. It's untested but you could remove Goblins from entity_default.txt to free up a ton of world space.
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: GM-X on October 31, 2020, 04:02:02 pm
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

[ϟ] DOWNLOAD DARK AGES: IV [PC]:  ---> Starter Pack [47.04] (212MB) (https://www.dropbox.com/s/sc831d78b9jwbk9/Dark%20Age%20IV%20-%20War%20and%20Mythos%20%5Bv40%5D%20Start%20Pack%200.47.04-r06.zip?dl=0)

Dark Ages: War & Mythos [Wiki]: (Read Me)  (http://www.adventrpg.com/DarkAges/index.php/Main_Page)

DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/lxpux20epexgjjh/DarkAges_4_47_04_v40.zip?dl=0)

[v39 to v40] - Release Notes: (https://puu.sh/FLE8p/881927dc7c.png)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: Kyuuketsuki_23 on November 06, 2020, 03:03:55 pm
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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: Kyuuketsuki_23 on November 06, 2020, 03:50:59 pm
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?
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: GM-X on November 12, 2020, 01:15:10 am
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.
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Craft]
Post by: Jesterdwarf on November 17, 2020, 11:52:58 am
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.
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Craft]
Post by: GM-X on November 24, 2020, 04:39:19 am
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Craft]
Post by: Jesterdwarf on November 24, 2020, 11:44:23 pm
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.
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Craft]
Post by: GM-X on November 25, 2020, 07:13:43 pm
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.

Thank you again for letting me know. Yeah, Dwarves may have trouble with Executioner Swords giant size. I am adding modded weapons to world generation and fixing some other issues I found. So far so good. Noticing a lot of vanilla towers in world generation. I will find ways to fix Shadow civilizations for [v40a] release. Should upload fixes soon.
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: GM-X on December 01, 2020, 10:32:28 pm
(http://3.bp.blogspot.com/-TE7RAK5qg7g/UqNk4QvJrXI/AAAAAAAAAyc/P5WHIBl4tBQ/s640/Dwarf-Fortress-Blog-The-Land-of-Vision-The-Cave-of-Hooves-Iso.png)

[ϟ] DOWNLOAD DARK AGES: IV [PC]:  ---> Starter Pack [47.04] (212MB) (https://www.dropbox.com/s/sc831d78b9jwbk9/Dark%20Age%20IV%20-%20War%20and%20Mythos%20%5Bv40%5D%20Start%20Pack%200.47.04-r06.zip?dl=0)

Dark Ages: War & Mythos [Wiki]: (Read Me)  (http://www.adventrpg.com/DarkAges/index.php/Main_Page)

DOWNLOAD [PC]: Wanderlust ASCII [47.04] (14MB) (https://www.dropbox.com/s/lxpux20epexgjjh/DarkAges_4_47_04_v40.zip?dl=0)

[v40/v39] - Release Notes: (https://puu.sh/FLE8p/881927dc7c.png)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: pietrko on December 20, 2020, 12:12:14 pm
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)?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: GM-X on December 21, 2020, 04:16:03 pm
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)?

Hi Pietrko, good questions. For the most modded content Legendary Dwarves is the way to go. They can cast spells and have spell-like powers too. All other races are untested - but the plan is to make other races Fort-mode playable in the near future.

I would expect weirdness but Wizards would be 2nd most playable presently.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: pietrko on December 21, 2020, 05:04:00 pm
Thanks,

I'm a total noob, never played df before, but I wanted badly to check those mages though :D
Which raw should I change? I've greeped for SITE_CONTROLLABLE in github release, but it seems it's in many places.

Code: [Select]
./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]


In general I find this game and how its coded weird.

Thanks

EDIT:
Ok I've managed to embark with wizard civ.
All civ members are nobles, idk what to do with them.
How can teach my wizards spells or know if they know any?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: Kyuuketsuki_23 on December 23, 2020, 03:21:10 am
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?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: pietrko on December 24, 2020, 10:11:14 am
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?

Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: polliwoggi on January 12, 2021, 08:19:56 pm
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).
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: GM-X on January 29, 2021, 03:38:07 am
Quote
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?

Thank you for the feedback. I live, sorry for the very slow reply. I agree and I'm in favor of a cold based attack for DEV's. They do fully regenerate by changing into an animal form, but draining is not mod-able. They should not be able to bleed to death, and I do believe that can be addressed. I will give them some love for the v40b update.

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?

Thank you for the deep dive. When I mod Wizards to be playable, I will take your report into consideration. As far as the Linux version - I didn't mod it and it sounds like the baseline does not contain the DA's raws, only vanilla so switching packs breaks it.

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).

Thank you for reporting this. I'm also having trouble reaching 333-years in advanced world parameters. I was able to reach 170-years though. Default templates do not ever work however. Unless you get lucky or play young worlds.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: captinjoehenry on February 05, 2021, 02:44:26 pm
So I'm thinking of doing a play through with the aim of setting up a vampire fortress.  Is this at all doable or reasonable to try and pull off?  Or is it just a terrible idea?

Also for adventure mode any suggestions for starting race?  Vampires seem neat but I don't know what's actually useful for starting :P

Also I've been trying out the dark elf vampire and I can't seem to get rid of the thirsty message.  Even though I've drunk enough blood multiple times to be considered very full.  It doesn't seem to have made any difference
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: GOTOTOTOE on February 06, 2021, 03:43:29 pm
  • Vanilla Kobolds civilizations modified to be expansionists. They almost always survive world gen with robust populations.
hey, not sure if this is the right place but can i ask how you achieved this? thanks
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: hertggf on February 27, 2021, 05:51:53 pm
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.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: GM-X on March 29, 2021, 02:40:07 pm
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.   
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: Sampistola on May 01, 2021, 09:18:50 pm
will this mod have update? It would be great what new things will have with each update for 47.05
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: holam on May 17, 2021, 07:58:33 am
I have a problem, in my game, I have transformed into a dragon and it looks like I can´t open doors while I am one. Is there any way in which I could get out of a building now?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: Immortal-D on May 20, 2021, 08:30:50 am
Decided to give this another go.  Is there a separate list of Races & Entities? (the current link is down).  Is there a way to remove or otherwise cherry pick which races I want in a world?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: stealth121 on May 24, 2021, 03:32:59 am
Decided to give this mod a try and within 2 years I grabbed myself 3 Great GCSs, then my chief doc decided he didn't like one of them and punched it in the face hard enough to kill it, I do have to ask what is the difference between the normal spider and the Great version?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: FrownTown on August 04, 2021, 11:18:49 am
Hey, GM-X

Just wanted to let you know that a few weeks ago I downloaded your modpack and I've spent the whole time editing, tweaking, adding, mashing other mods into it, removing things that weren't to my preference, etc.

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.

More importantly, there were several outstanding bugs and (IMO) gameplay issues I had to fix, here's the biggest ones:

Putna's secrets need to have the declared name at the top of the interaction file changed from "interactions" to "interaction," the game doesn't read it properly.

There are a couple reactions that need to be fixed. Namely in the recipes under "FRT" for arquebuses. A couple of them have the wrong internal reagent identifiers. Gunpowder ends up getting put in piles instead of in bags, and cartridges don't spawn at all. Here were the original recipes:

Code: [Select]
[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]

And here are the changes I made:

Code: [Select]
[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]

I added the "blackpowder" reaction class to a few other materials made of sulfur/sulfides/nitrates, since that's the reason brimstone was selected in the first place. This includes Saltpeter, Realgar and Orpiment. That way you can make gunpowder before you burrow all the way down to hell.

The abundance of different secrets that all add necromancy causes more deities at worldgen to spawn with the secrets of life and death and pass them down, resulting in massive amounts of necromancers and intelligent undead all over the world. In a single fort, I had more than six necromancers and two dozen intelligent undead show up as migrants and tavern visitors. I toned this down by removing some secrets and combining others, as well as turning off intelligent undead.

There were some problems concerning the interactions used by certain creatures to transform; they would essentially use them every time they were on cooldown, even in situations where it was extremely ill-advised. For instance, red dragons transforming back into red dragonmen while surrounded by enemies. I solved this by changing the interactions so that they aren't used at all by NPCs, and changing the creatures so that they always spawn in the more powerful form. Only the player can use them when they spawn as those creatures in adventure mode.

Fortress defense's additions cause weird things to happen during worldgen, like hag hamlets allying themselves with human civs, so I edited them by removing some of the creatures from the civs. Probably, it would work best to make them all separate entities with dark fortresses and properly laid out positions, but I'd have to update to do that, and it'd be a lot of creative work. Personally, I recommend just removing the ones that are awkward, like hags. Obviously, it would be preferable if you could make entities that are inherently designed to spawn with multiple creatures in them at varying frequencies, but this is not possible atm.

Lastly, the setup using certain "adventurer classes" as entity races to give them spheres/religions is problematic in worldgen. It results in the "adventurer" civilizations being extremely overpowered. I removed them from all civs and worldgen results were much more pleasing. Before I did this, I ran into several instances where I showed up to a cleric or paladin city in adventure mode and every single unit on the map was affected by a healing syndrome or something of that nature, causing a massive amount of FPS drop and resulting in some crashes.

EDIT: Forgot to mention that a few reactions were also missing brackets or had extra brackets at the end of tokens. Apologies but I can't remember which ones at the moment.
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: GM-X on August 07, 2021, 02:19:59 pm
Quote:
Spoiler (click to show/hide)
Quote
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.

Hi FrownTown, thank you very much for this. Dark Ages has badly needed fresh editorial review and fixes.

I would be happy to publish your modified version in the original post. Reply with a link, and I will do so right away. I'll also add you to the credits. When you make the jump to [47.05] I'll take a closer look at that version, add content, and run some tests. Right now, my plan is to reserve most of my efforts for the Steam release of DF Dark Ages (and the Dark Ages guidebook), which I assume will be massively time consuming.

GM-X
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: Zenoshi on August 31, 2021, 01:44:25 am
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.  :)
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: holam on November 27, 2021, 03:31:06 am
for some reason when I play an Illithid my attaks only target me. ¿Do you have any idea as to why that is ?
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: GM-X on December 03, 2021, 03:27:34 pm
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.  :)

Hi Zenoshi, I have a lot of irons in the fire with the hope of releasing several games, books, and mods in 2022-2023. Prioritizing these projects has dropped modding documentation to near last place. But, I also thought the Steam release of DF was much closer to happening. Dark Ages was meant to be mysterious and core features are self explanatory or mentioned in the OP. Until Toady One releases the Steam workshop for DF I can barely even think about Dark Ages.

for some reason when I play an Illithid my attaks only target me. ¿Do you have any idea as to why that is ?

Hi Holam, thank you for reporting this. This is a bug, some races have not been optimized for adventure mode and more or less "throw in" to Dark Ages "as is." I will try to correct this and the above mentioned dragon hand bug for the Steam release! 
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40] [47.04] [War Crafts]
Post by: johnnyshock00 on December 07, 2021, 07:04:23 pm
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
Title: Re: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: Dibbler on October 30, 2022, 01:53:32 pm
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?
Title: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]
Post by: GM-X on November 04, 2022, 03:43:57 pm
Quote
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?

Those can be crafted in the Dark Ages Toy Factory!

Good news, work has already begun on "Dark Ages V" for Steam! -I will make a strong effort to publish a guidebook in 2022.
Title: [ϟ] Dark Ages V: War & Mythos [Vanilla+Horror] [DevLog] [Steam Build]
Post by: GM-X on November 06, 2022, 11:22:10 pm
Dark Ages V: War & Mythos [ DevLog ]
01:  With the announcement of the soon release of a massively upgraded vanilla DF, work can officially resume on the next DA:5 update... I always want players to be surprised by new content so there won't be many spoilers. But, I am refining and streamlining the mod from the ground up for the new visual version of DF. It will again be an add-on mod, meaning no vanilla content will be removed.
Hyper World History Generation in Dwarf Fortress is what defines the Dark Ages mod. Each new release of vanilla DF, world generation dramatically changes so I will gradually be adding sinister populations -until the DF world generator and DA:5 work as smoothly as possible together. To this end, only the best most unique monsters and content will make the jump to the Steam version initially. As always it's important to get a good strong feeling for how the new vanilla DF plays and generates worlds so that the DA:5 mod impact is clear and worthwhile.
Title: Re: [ϟ] Dark Ages V: War & Mythos [Vanilla+Horror] [ Devlog:01 ] [Steam Build]
Post by: Thatotherguy23 on November 08, 2022, 09:20:11 am
Sounds awesome, will be jumping back into this on steam release, when it’s ready!
Title: [ϟ] Dark Ages V: War & Mythos [Vanilla+Horror] [ Devlog:02 ] [Steam Build]
Post by: GM-X on November 10, 2022, 04:54:15 pm
Dark Ages V: War & Mythos [ DevLog ]
02:  The strange mood has continued... Steady progress is being made in the raws and pixel art towards the sooner than later release of the Dark Ages: V mod.
Even if the Steam workshop is delayed by Toady One, I will release the mod as soon as it worth playing. -Looking closely under the hood again, I'm seeing years of modifications that can be condensed or injected into fortresses mode more effectively. Since the Steam release of Dwarf Fortress will not feature Adventure Mode right away, a lot of Dark Ages: V content I don't have to worry about yet. I'm seeing the very developed Lizard People content (for example), as being too redundant with animal populations in vanilla and lacking dark age atmosphere. While other more terrifying entities, curses, and complications are rarely encountered in Fortress Mode. I'm dropping Legendary Dwarves as a playable race, and will instead find ways to introduce their nearly identical brethren: Druidic Dwarves into vanilla forts.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [ Devlog:03 ] [Steam Build]
Post by: GM-X on November 19, 2022, 07:55:54 pm
Dark Ages V: War & Mythos [ DevLog ]
03:  I'm happy with how Dark Ages: V is developing since the last entry... The raws have come to life. I'm seeing many ways to intensify the experience of living in a dark age version of Dwarf Fortress... Most of the hours developing have been in condensing and enriching the core cast of entities and monsters. Right now, I'm hoping for 40+ denizens to launch quickly after the Premium Dwarf Fortress Steam release. A good sample of content to test world gen stability and hyper-history trends.
I'm making DA:5 less dependent on embark location than previously. -There will be fewer safe places from dark ages forces, which now intrude on all civilizations to some extent.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [ Devlog:04 ] [Premium Edition]
Post by: GM-X on November 27, 2022, 03:44:23 pm
Dark Ages V: War & Mythos [ DevLog ]
04:  If Toady One releases  Premium Dwarf Fortress as planned on December 6th, 2022 then time is getting short for a quick release of Dark Ages: V.
Important mods were made in the past week on monster populations, spells, and physical powers and abilities. A few more monsters went extinct. Most supernatural creatures are ageless now instead of only just living thousands of years. Almost a spoiler: I've been elaborating/cataloging dark age spells and magical spheres (Elemental, Light, Dark). The fuller development of all undead denizens and their magical diseases in DA:5 is underway...
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:05] [Premium Edition]
Post by: GM-X on December 05, 2022, 10:50:45 pm
Dark Ages V: War & Mythos [DevLog]
05: A massive refinement of dark ages mod happened this past week. Monster population adjustments, better abilities, enhanced body parts, more evenly spread powers, removal of outdated tags, etc. Silver weapons are more effective than ever. Even more cryptid monsters have been added in DA:5 along with some scary new pixel art.

There was no real hope to refit the entire mod in one month. Today I realized that adventurers had been overlooked in the revision storm. They were intended for Adventure mode but also exist as NPCs in worlds. I concentrated on monsters that can profoundly terrify most fortresses and that are somewhat well known. Documentation is not going to happen yet, as usual, but post here or on Steam and I will hot fix any issues.

As it turns out, there may not be a way to modify World Gen Parameters at launch on the Dwarf Fortress Steam Workshop. I may have to publish them elsewhere. Without that there will be no hyper-history effect which is devastating, but, underscores the work I had been doing already to spread populations of deadly monsters everywhere...

Fear is coming to your fortress soon!

 :) Happy Dwarf Fortress Premium Day!

https://store.steampowered.com/app/975370/Dwarf_Fortress/ (https://store.steampowered.com/app/975370/Dwarf_Fortress/)
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:06] [Steam Workshop]
Post by: GM-X on December 07, 2022, 09:03:45 pm
Dark Ages V: War & Mythos [DevLog]
06:  Premium Dwarf Fortress hit #1 on Steam global sales and the Bay 12 game forum crashed for most of the day! Congratulations Bay 12 Games! After playing with the (dense) new interface and providing DF tech support, I'm still placing the final touches on Dark Ages: V. Half expected 50.02 patch to be released already so I've been studying the greatly improved Legends mode with a close eye on vanilla mega beasts, necros, and procedural entities. World generation is much, much more stable and rapid in premium DF which is extremely helpful for testing DA:5.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:07] [Steam Workshop]
Post by: GM-X on December 09, 2022, 03:28:26 pm
Dark Ages V: War & Mythos [DevLog]
07: I have 1MB of text raw content up and running in world generation and I'm sorting through the error log. Mostly errors from raws I excluded from this revision, but some welcome errors about outdated tags and broken monsters getting tagged with [DOES_NOT_EXIST] which is helpful. Generated a 250-year old DA:5 world without fixing anything. That is a first. World Generation is far more forgiving in 50.x. I'm obligated to wait for the release of 50.03 since it was mentioned as forthcoming soon...

(https://steamuserimages-a.akamaihd.net/ugc/2000191520707305690/A171613B6DAB8D29E321017A2598B69EA8FC8398/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/2000191520707320956/BF2DFC6F5592BE4707FEF7CF1EDAC86B6EDB6AC0/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)

(https://steamuserimages-a.akamaihd.net/ugc/2000191520707761390/F545C4B961216D57DE43CECF7995865AA1550D1B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:07] [Steam Workshop]
Post by: jolibee on December 10, 2022, 12:21:35 am
I'm really looking forward to seeing this mod on the Steam version! Thanks for all your hard work
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:08] [Steam Workshop]
Post by: GM-X on December 12, 2022, 07:36:13 am
Dark Ages V: War & Mythos [ DevLog ]
08:  After a long slog Dark Ages: V hyper history is playing well with Premium. Tonight I've generated some of the most active worlds I've seen to date. I thought it might get released today, but turned out to be physically impossible. Here are few images of where things are at:
(https://i.imgur.com/RzDypW6.jpg)
(https://i.imgur.com/tNQlvIs.png)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:08] [Steam Workshop]
Post by: EragonRagnold on December 16, 2022, 05:01:52 pm
so how goes the mod? are you going to make a steam workshop page soon?
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:09] [Steam Workshop]
Post by: GM-X on December 18, 2022, 04:53:47 pm
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?

Dark Ages V: War & Mythos [ DevLog ]
09:  Hi EragonRagnold, thank you all for waiting... I could release it now, but... I am play testing, adjusting populations, and experimenting. There are some kinks with displaying certain tiles. Not having the arena, legends viewer, or adventure mode makes most mod content invisible. Since most every thing updated requires players to roll a new world, I don't want to release until I'm sure all glaring issues are resolved.

The new plan is to release the perpetually updated Dark Ages Lore Guidebook and a Premium Mythos Monster Tileset as follows:

(https://i.imgur.com/r81vizT.png)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:09] [Steam Workshop]
Post by: jolibee on December 18, 2022, 05:01:34 pm
That seems fair to me! I'd be happy to pay a bit for the adventure mode of this mod :)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [Devlog:09] [Steam Workshop]
Post by: flyteofheart on December 18, 2022, 11:37:23 pm
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.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [Steam Countdown]
Post by: GM-X on December 26, 2022, 04:26:36 pm
That seems fair to me! I'd be happy to pay a bit for the adventure mode of this mod :)

Thank you. The core content will remain free, but Monster Mythos Tileset is turning out very special and the guidebook will be high quality.

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.

Hello again flyteofheart! I will never forget your epic adventures. When Adventure mode drops on Steam I will massively update all adventure mode content. Your feedback and reports will be welcome, whenever you are able to get online.

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

Dark Ages V is about to release on Steam within a few hours! Discuss the mods/add-ons here. Here is the updated list of compatible mods: https://steamcommunity.com/sharedfiles/filedetails/?id=2902605069
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.0]
Post by: jolibee on December 27, 2022, 12:17:56 pm
.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.0]
Post by: Rato on December 27, 2022, 05:13:54 pm
Any DFFD link or alternative for Itch users?
This used to be my go-to mod in classic.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.0]
Post by: cesarjunior233 on December 28, 2022, 09:01:09 am
Is this compatible with Smelt Ore By Product mod?
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.0]
Post by: GM-X on December 28, 2022, 06:07:16 pm
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!

Thank you. Let me know how your first fort goes!

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.

Is this compatible with Smelt Ore By Product mod?

Possibly, you can try and let me know? Save games can be broken by changes made by other authors. There maybe a way to roll back and fix saves, but it isn't much fun. 

(https://i.imgur.com/4XksFT3.png)
https://steamcommunity.com/sharedfiles/filedetails/?id=2907557244
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.0]
Post by: Rato on December 28, 2022, 07:14:46 pm
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.

Sadness.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: GM-X on December 29, 2022, 03:30:07 pm
(50.04) Vanilla DF Bug Warning: An intermittent bug has been identified that is causing saved games to not load. It seems serious and strikes at random times, but not uncommon in new version releases. This will likely be more dramatic playing DA:5. Until addressed by Toady One, updates are on hold while we all wait for a stable release. It does throw out some documented errors that seem possibly related, although I have not seen these errors in my logs:
(https://i.imgur.com/OAVe0Np.jpg)
-Anyone have a clue what might be happening with large numbers of unit errors?  ::)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: cesarjunior233 on December 29, 2022, 09:19:00 pm
Its possible to create Iron Dwarves and Living Statues? Or I can only get them from caravans?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: GM-X on December 29, 2022, 10:43:54 pm
Its possible to create Iron Dwarves and Living Statues? Or I can only get them from caravans?

Hi Cesarjunior, you are correct, currently they can only be obtained at embark or caravans.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Smoking on December 30, 2022, 01:44:29 pm
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 activations mod. It is reproducible.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Gerdes on December 30, 2022, 07:53:47 pm
Are iron dwarves and living statues supposed to be blind? they all have the "vision lost" status under health.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: GM-X on December 30, 2022, 08:24:42 pm
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.

Hi Smoking, generally I cannot trouble-shoot other mods but I looked into this for you. DA:5 does not mod vanilla music. (Although, I have considered adding a Dark Ages soundtrack eventually.)

-I don't see anything about the burrows mod that would conflict with Vanilla Music. I was able to generate a world using both mods without issues. You may want to uninstall and reinstall DF, but this could not be caused by DA:5 modifications.

Are iron dwarves and living statues supposed to be blind? they all have the "vision lost" status under health.

Hi Gerdes, I double checked for you and they should not be blind by default. They do not require eyes to see. Were yours recently fighting anything? Did you trade for the blind ones or embark with them? Also, Living Statues can sense red blooded creatures.
Title: .
Post by: jolibee on December 31, 2022, 12:54:19 am
.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: GM-X on December 31, 2022, 01:50:37 am
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)

Hi Jolibee, that would be freaky since I have not modded any reactions for Stoneworkers shop whatsoever in version [5]. There are zero interactions with that building currently. I double checked this for you, and I'm able to make a Stoneworker shop, save it, and load without issues. Try deleting [5.0.1], downloading it again, restarting your PC, and generating a (young) new world using only DA:5. (Or even re-installing DF as a last resort.)

As mentioned above, there are documented vanilla bugs breaking save games. Young forts and old forts - with no clear reason why. Hopefully in a few patches, it will be resolved.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Gerdes on December 31, 2022, 03:25:56 am
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.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: GM-X on December 31, 2022, 06:05:55 am
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.

Ok I think I figured out what is going on. They went blind due to old age... This should be fixed in [5.0.2].
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: cesarjunior233 on December 31, 2022, 01:36:13 pm
It is planned to have playable civilizations in the future?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Legendsmith on January 02, 2023, 05:58:30 am
Are previous versions still available? I wanted to go back to 0.47 for adventure mode.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Olek on January 02, 2023, 06:27:03 am
The mod seems to have vanished from the steam workshop.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Fetch on January 02, 2023, 07:00:53 am
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Kamchatka on January 02, 2023, 10:13:27 am
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Legendsmith on January 02, 2023, 11:26:15 am
Seems to be back on the workshop, is it fixed now?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: GM-X on January 02, 2023, 02:11:32 pm
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.

Hello Olek & Fetch, thank you for chiming in about DA:5 vanishing. Sorry everyone! What happened was this: I made too many edits very rapidly yesterday to the Steam page - and got flagged as a bot. The page was temporarily disabled automatically until a human could verify no harm done. Due to the holiday, it took a while.

-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]

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.

I have not done anything to modify children or initial skills for Dwarves - although Druid Dwarves are innately skilled. There is a possibility that children are dying in route to the fort due to nearby beasts/monsters and baby snatching. Hyper-history produces scores of historic figures which are typically skilled if they arrive as migrants. Beware, some of these skillful Dwarves may have supernatural afflictions. Quarantine forts are highly recommend. Basically a small fort you check everyone out carefully before letting them into the deeper safer fort.

Seems to be back on the workshop, is it fixed now?

The save corruption is a vanilla DF bug. It can only be addressed by Bay 12 Games, and they are working on it now. Thankfully, it doesn't seem to be super common. Always backup your saved games.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.1]
Post by: Fetch on January 02, 2023, 06:33:01 pm

-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]

Looks like Living Statues and Great Iron Dwarves all do it, too. I don't know what is triggering it. 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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.2]
Post by: HellfireBrB on January 03, 2023, 12:59:27 am
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
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.2]
Post by: GM-X on January 03, 2023, 07:12:31 am
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

Hi HellfireBrB, I'm sorry to hear this. It is mysterious in a bad way. I'm not getting any crashes generating large active worlds up to 500-years old with [5.0.2] (there is a screenshot on Steam), or with any saved games so far using: (1) No Giant Birds and (2) No Aquifers mods only. If you followed the installation steps, run no other mods, -then verify the integrity of Dwarf Fortress on Steam (right click DF on list, properties, local files) restart your PC and try again. You may also try a less active younger world.

1) What is your CPU/OS?
2) How much RAM does your PC have?
3) Can you try playing on a different PC, if so, what happens?


It usually requires months of updates to DF for a stable modding environment. DA:5 adds some complexity to save files, but doesn't mean any element is broken/fixable. If you get frustrated, please try again after a few vanilla DF patches.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.2]
Post by: Jet Blackheart on January 03, 2023, 01:34:59 pm
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.2]
Post by: Anabolic_Shaman on January 03, 2023, 02:17:48 pm
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.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: GM-X on January 03, 2023, 03:31:36 pm
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.

Hi Anabolic Shaman, thank you for reporting this. I hot fixed it [5.0.3]. It was a bug not a feature: Update Log: (5.0.3) (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)

Hot Fixes as of (5.0.3) (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)

Quote
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.
Quote
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:
https://steamcommunity.com/workshop/filedetails/?id=2902605069
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: HellfireBrB on January 04, 2023, 12:17:57 am
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
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: MattFright on January 04, 2023, 04:38:37 am
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 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?).
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: Legendsmith on January 04, 2023, 06:39:25 am
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.
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: MattFright on January 04, 2023, 08:03:53 am
War Dogs in vanilla also attack wildlife for no reason, aggression just seems to be working like that right now.

Not really, at least not for me. I've had a few long forts so far since the Steam version (with pretty big armies of war dogs) and the most i've seen is them fight one or two foxes across many years, which i don't doubt was initiated by the fox. Happened with both war dogs and regular untrained dogs, too.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: Fetch on January 04, 2023, 09:22:52 am
Thanks for the replies! Just a note - looks like the abyssal lich fix didn't take. just got one early summer year 1.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: GM-X on January 04, 2023, 04:06:40 pm
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

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

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.
(2) I notice in your screenshot you are using the Whaleys Dogs mod - which breaks world generation in DA:5. Likely civilizations which have tons of pets are causing instability upon arrival.
(3) Having said that, which Civ were you interacting with when you got crashing?

Quote
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.

Quote
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.
Fetch: Thanks for the replies! Just a note - looks like the abyssal lich fix didn't take. just got one early summer year 1.
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: bavarian kid on January 04, 2023, 04:30:08 pm
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?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: GM-X on January 04, 2023, 04:48:44 pm
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?

Hi Bavarian kid, thank you for the report. First I'm seeing like this - if you want to share a saved game or screenshots, I would love to look at it.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: Fetch on January 04, 2023, 05:00:45 pm
I did previously have trouble getting the game to recognize 5.03.
I ended up manually deleting the folder from mods, then resubscribing and generating a new world. In the in game modlist it says 5.03, so it should be correct? Where else can I check?
Edit: Also, the names for the animals have changed. No longer Great iron Dwarf, etc.
Edit 2: I'm pretty sure I'm on 5.03, since the other changes mentioned are in game. I am consistently getting Liches within a couple of seasons every new embark. In my first game, I got 5 within 3 years. The first was a superpowerful 'deity.' That was an 'untamed wilds' volcano, which I didn't think would cause special characters, but I tried again just in case. Two other starts not in Untamed Wilds, I got one each within like 2 seasons.
Edit 3: Another bug. I'm getting spammed by "yak bull corpse has transformed into an undead head." Like, thousands of notifications a minute. Seen it on two maps now - I think it's happening when a lich kills and raises a creature. It's just constantly generating on top of itself, the gender and items screen are repopulating rapidly.

Trying a complete fresh install. Will update.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: bavarian kid on January 05, 2023, 03:18:08 am
Can do both screenshots and saved games ;)

Game Start: https://mega.nz/file/iiZxnT4I#0EJ5Zag7GRQBACtqoy4GjJ5P0mO7Z57oDVOrTwv3Nlw (https://mega.nz/file/iiZxnT4I#0EJ5Zag7GRQBACtqoy4GjJ5P0mO7Z57oDVOrTwv3Nlw)

Outpost liason DOA
(https://imagizer.imageshack.com/v2/800x600q90/923/NtTFkI.jpg)

Seems to have died right on the spot he appeared on the map. (https://imagizer.imageshack.com/v2/800x600q90/922/NvB8yR.jpg)
Outpost liason DOA saved game: https://mega.nz/file/P6hxlQBb#ppO0febfn9WH8-jSJwt6wA5XIi_R0Qw6tw-3oD4U62U (https://mega.nz/file/P6hxlQBb#ppO0febfn9WH8-jSJwt6wA5XIi_R0Qw6tw-3oD4U62U)

6 out of 12 wizards DOA
(https://imagizer.imageshack.com/v2/1024x768q90/923/lplHxU.jpg)
Druids & wizards(?) are from a nearby tower:
(https://imagizer.imageshack.com/v2/320x240q90/923/jJvpX0.jpg)
6 out of 12 wizards DOA saved game: https://mega.nz/file/H3pnmIKZ#SW5cyfxI8F2HWRo4MLBwvaId1_TSgeB30YqKnx2LTOs (https://mega.nz/file/H3pnmIKZ#SW5cyfxI8F2HWRo4MLBwvaId1_TSgeB30YqKnx2LTOs)

Files are compressed by 7z: https://www.7-zip.org/download.html
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: FantasticDorf on January 05, 2023, 03:51:28 am
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.3]
Post by: GhostPutty on January 05, 2023, 03:46:20 pm
I noticed you have some CE_CAN_DO_INTERACTION to create lesser vampires and master vampires. You use [I_SOURCE:CREATURE_ACTION] to generate some history strings for these events. Can you confirm if these show up in legends? I am trying to do something similar, but I get no entries.

Code: [Select]
[I_SOURCE:CREATURE_ACTION]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to stalk the night in search of blood]

Did you have to do something very specific to get this to work?
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.4]
Post by: GM-X on January 06, 2023, 02:22:17 am

Thank you for the feedback and screenshots! The release of DF 50.05 should resolve a number of issues.
Hot fixes in (5.0.4): (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)

Bavarian kid, let me know if this fixes your saved game or not. Even if you do start a new world, which I recommend.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.4]
Post by: bavarian kid on January 06, 2023, 06:04:34 am
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)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.4]
Post by: Fetch on January 06, 2023, 10:42:53 am
With 5.03 and a fresh install - the problems I was experiencing are gone. When the current fort dies I'll update to the new version. Thanks!
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.4]
Post by: cesarjunior233 on January 09, 2023, 08:22:39 am
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
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.4]
Post by: GM-X on January 10, 2023, 01:55:43 pm
Quote
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

Mileage with extra civs will vary. Currently I'm unable to test them extensively. If they work for you, let me know? Once vanilla is stable I will put more well-tested mods on the list.

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.

Thank you for chiming in about this FantasticDorf please feel free to "Um Actually" anytime. This was confirmed to be a (mostly) fixed vanilla bug.

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)

Thank you for posting these details. There are still serious vanilla bugs breaking saved games. Although many people play for 100+ hours without any issues. Here are some of the factors being discussed:


Currently in DA:5 subterranean entities are cut out. I am going to cut rodent men because they are overpopulating. Unclear if this helps avoid corruption problems for long - but it may help a bit while we wait for more DF patches. One workaround? -Never quit.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Steam Release [5.0.5]
Post by: GM-X on January 11, 2023, 11:28:28 pm
Update: (5.0.5) (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244) - Other than hot fixes this will likely be the last content update until DF is patched for bugs reported in the post above. ^
(https://i.imgur.com/VK8UNrY.png)
Grants all Dwarves the power to cast five basic attack spells. These spells affect one target and can only be used once every 12-hours or less. Arcane powers develop over a period of time playing Fortress Mode. Dwarves assigned to squads with weapons may not employ spells. Fire spreads and causal fights could turn highly dangerous. Plan fort layouts accordingly. A similar set of spell-like powers existed in DA:IV for Legendary Dwarves - they are reasonably well tested and slightly toned down.
(https://i.imgur.com/vkYsk9Z.png)
Download Dwarven Mages plug-in mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2916698216
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: noPickNoLife on January 15, 2023, 05:20:05 am
Hello,

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.

Thanks
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: SalmonGod on January 15, 2023, 04:15:37 pm
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.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: GM-X on January 15, 2023, 07:47:25 pm
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.

Hi noPickNoLife, I looked into this for you. -I will increase the cool down of Wizard spells in [5.0.6]. (Currently web can be cast 4x per day, per wizard - which is a lot when 60 are attacking a Fortress.)

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?

Here is my current assessment of what is going on:

1) There has never been a report of crashing on loading using Dark Ages until DF version 50.x
2) It does not crash while playing the game.
3) DA:5 has more mega beasts, entities, fb, and units. Meaning that any unit problems with vanilla DF will be exaggerated.
4) There still appears to be bugs with Forgotten Beasts. They may be a main culprit or an additional cause of save corruption.

Until the following vanilla game crashing bug is fixed, never quitting is the only workaround:

0012018: Crash to Desktop on loading game during Loading Units phase (50.05):
https://dwarffortress.mantishub.io/view.php?id=12018 (https://dwarffortress.mantishub.io/view.php?id=12018)

Possibly related:

0012145: 0012145: Game crashes on save after caravan leaves map:
https://dwarffortress.mantishub.io/view.php?id=12145
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: SalmonGod on January 16, 2023, 03:53:31 pm
Hello again SalmonGod, thank you for reporting this. One question, were you using No Giant Birds or not?

I was not.

Thanks for your reply.  I assumed it was a vanilla issue.  But it looked like you might have considered these crashes addressed with your last update, so I thought I'd let you know.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: Silver Dragon on January 16, 2023, 05:50:42 pm
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.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: GM-X on January 16, 2023, 09:58:28 pm
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.

Hello Silver Dragon, sorry for the frustration. I have word from Bay 12 Games this should be resolved soon possibly in version 50.6. Hopefully you read my previous post about at least (2) vanilla bugs stopping the show. Until then, the workaround is not quitting. Enjoy the electric bills.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: Silver Dragon on January 16, 2023, 10:00:15 pm
Lol ah yes, dwarf fortress has finally reached the terra invicta demo level. XD
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.5]
Post by: Ryukenwulf on January 19, 2023, 03:48:38 pm
Been testing and its definitely this mod that has contributed to save crashing, I tested across 10 different worlds with and without the mod, saving manual and auto saves and everytime I have removed this mod, the saves have never crashed

One thing I did notice in the errorlog.txt file was below, not sure if it will help:

Duplicate Object: interaction SHADOW_EMBRACE
Duplicate Object: interaction WINDRUN
Duplicate Object: interaction VANISH
Duplicate Object: interaction BANSHEE_SCREAM
Duplicate Object: interaction LICH_ZOMBIE
Duplicate Object: interaction DEMON_DOG_CURSE
Duplicate Object: interaction LICH_TRICKERY
Duplicate Object: interaction LICH_TWILIGHT
Duplicate Object: interaction LICH
Duplicate Object: interaction NECRO_CRAZY
Duplicate Object: interaction NECRO_WEAK
Duplicate Object: interaction NECRO_SLOW
Duplicate Object: interaction NECRO_RAISE
Duplicate Object: interaction SHADOW_EMBRACE
Duplicate Object: interaction WINDRUN
Duplicate Object: interaction VANISH
Duplicate Object: interaction BANSHEE_SCREAM
Duplicate Object: interaction LICH_ZOMBIE
Duplicate Object: interaction DEMON_DOG_CURSE
Duplicate Object: interaction LICH_TRICKERY
Duplicate Object: interaction LICH_TWILIGHT
Duplicate Object: interaction LICH
Duplicate Object: interaction NECRO_CRAZY
Duplicate Object: interaction NECRO_WEAK
Duplicate Object: interaction NECRO_SLOW
Duplicate Object: interaction NECRO_RAISE
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.6]
Post by: GM-X on January 19, 2023, 06:46:54 pm
Hello Ryukenwulf , thank you so much for this! I do not have these errors in my logs. It appears an old version of a raw made it into version 5.0.5. I've fixed it and I'm am uploading 5.0.6 in a few minutes. If you would be willing to retest, it would be wonderful.

Hot fixes in (5.0.6): (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)

I can confirm this update has increased save game stability. Please let me know if you have any trouble or receive any error messages!

(https://i.imgur.com/JnI291Y.png)
Remakes good biomes into more savage and unpredictable places. Use No Giant Birds mod, set world savagery to very high, enemies to hard, and embark in Joyous Wilds for best results. Currently does not require Dark Ages V but is compatible and likely will in future updates. World gen stable, save/load tested, may be less stable when combined with other mods including Dark Ages V.(https://i.imgur.com/vkYsk9Z.png)
https://steamcommunity.com/sharedfiles/filedetails/?id=2920699602
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.6]
Post by: Ryukenwulf on January 20, 2023, 04:11:04 am
Happy to help, love the mod!

I will do some more testing with the newer version and let you know here if I encounter any problems

Thanks for making amazing content for this wonderful game
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.6]
Post by: Sarge on January 20, 2023, 04:46:02 am
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.6]
Post by: GM-X on January 20, 2023, 06:18:37 am
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].
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Dwarven Mages [5.0.6]
Post by: Sarge on January 20, 2023, 06:34:19 am
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].

I've been learning about custom world generation, in large part by trial and error. With the amount of permutations I'm not convinced there's another way to do it, really :P (beyond getting a basic grasp from the wiki ofc)

It's the first time I've had it take anywhere near this long. I suspect it's as a result of me dialing up pop cap and site cap (way) too much. (75k & 10k respectively). The map was a thing of beauty before it died, I'll have you know. So many towers, so many sites.

I ran a 1000 year map
AMD Ryzen 5 3500X 6-Core Processor 3.60 GHz
16GB RAM

I've dialed it down to 500 years, 50k and 5k for the next go, after force dl'ing an update of your mod (btw, the version number doesn't seem to update in the DF mod list ingame like other mods.)

Thanks kindly for your response.

Edit: Great success, world created :)

Edit: And my save CTD's :'(
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: GM-X on January 22, 2023, 01:12:27 am
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.

Hot fixes in (5.0.7): (https://steamcommunity.com/sharedfiles/filedetails/changelog/2907557244)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: Ujitsu on January 29, 2023, 04:04:49 pm
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 !
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Guidebook Premium Tileset [5.0.7]
Post by: GM-X on January 30, 2023, 05:51:40 am
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 !

Hi Ujitsu, thank you. There is good progress on the Dark Ages V Guidebook and Premium War & Mythos Tileset. Some of the artwork is already featured. It is not my desire or intent to document everything included in dark ages yet. One reason is the constantly changing features of the mod which received 42 content updates and four major revisions. The format will allow me to revise the book an unlimited number of times and maintain the atmosphere of a tabletop RPG product:

(https://i.imgur.com/r81vizT.png)

The best way to help make better documentation is great fortress logs. Detailed reports with screenshots or video of key events. Once adventure mode releases on Steam it will be much easier to dive in, but here is a good example of a textual report format:

(Read Me) Dark Ages Fortress Report: Rise & Fall of Fortress Avuzritan Minebegins [PDF] (https://www.dropbox.com/s/by3j8vvouv10xsb/Rise%20and%20Fall%20of%20Fortress%20Avuzritan%20-%20Dwarf%20Fortress%20-%20Dark%20Ages%20Chronicle.pdf?dl=00)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: Ujitsu on January 30, 2023, 10:17:34 am
Ok ! I will not spoil others then and keep the things I read to myself. ^^

Good luck with the dev. I'll try to do some fortress report, even if it probably won't be as cool as the one you shared. :D

Thank again
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: th3heavy on January 30, 2023, 01:52:00 pm
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?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: Quizmar on February 05, 2023, 02:12:37 am
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
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: GM-X on February 06, 2023, 02:16:52 pm
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: Quizmar on February 06, 2023, 05:28:34 pm
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.
Thanks for the reply.
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: GM-X on February 06, 2023, 07:31:28 pm
Quote
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

Thank you for the details. If it doesn't happen with Dwarven Mages un-installed, I could hot fix it. It would still be a vanilla bug though, since other creatures use this tag in game. Maybe no exertion is buggy with military squad training in some way.

It may also be that Dwarven Mages are casting Sleep Spells on each other while training...
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: Olek on February 07, 2023, 09:57:32 am
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.

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
Cave Fish men and women are still in the mod.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: GM-X on February 07, 2023, 12:45:10 pm
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.

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
Cave Fish men and women are still in the mod.

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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.7]
Post by: Olek on February 08, 2023, 12:52:07 am
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.

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
Cave Fish men and women are still in the mod.

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.


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

[ID:Dark Ages V - War & Mythos]
[NUMERIC_VERSION:5.0.7]
[DISPLAYED_VERSION:5.0.7]

Fish Man
Spoiler (click to show/hide)

Blind Iron Dwarf
Spoiler (click to show/hide)

Version number
Spoiler (click to show/hide)
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.8]
Post by: GM-X on February 08, 2023, 01:57:53 pm
Quote
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

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)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.8]
Post by: Olek on February 08, 2023, 08:17:46 pm
Quote
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

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
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.8]
Post by: GM-X on February 09, 2023, 04:15:29 pm
Quote
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.

If you are not seeing dozens or hundreds of Fishmen, I would not update my save if I were you. The main reason for culling animal people is to increase save game stability and slightly boost fps in late game. If you notice any other issues, let me know.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Savage Good Biomes [5.0.8]
Post by: Olek on February 10, 2023, 09:02:42 am
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.
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: GM-X on February 11, 2023, 03:57:50 pm
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.

Thank you for this. Updating mods on Steam is sketchy and it may be storing mods in temp files. On top of that, DF workshop handling is bare bones.

Once updated to version 5.1, you should get the option to update save games. I suspect this might be a decimal point issue, but, it works out anyway because updating saved games is not recommended (unless you have a backup).

Dark Ages V: War & Mythos [ DevLog ]
10: In 2023, DF 50.x will get a series big updates for months.

Hopefully by summer Adventure Mode re-releases for Premium. Major bug fixes and quality of life updates have not been performed in years. The team worked on the complex layered graphics and user interface - which was a massive task and critical for Steam sales. 
 
For Dark Ages V and other mods and utility apps to thrive again - DF needs a long term stable version. Most likely that will arrive after Adventure Mode is out, and received numerous patches. ETA? Unknown.

Thankfully, I can make plug-ins (like Savage Good Biomes) now to avoid updating the core mod while we wait. I'm continuing work on the guidebook and tileset which are looking great, but, likely won't be released until Adventure Mode when players can enjoy it most.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Olek on February 11, 2023, 10:26:23 pm
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: NonconsensualSurgery on February 12, 2023, 09:23:12 pm
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Olek on February 13, 2023, 12:28:49 am
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.

I remember not long back that you would be prompted to update the save during the load game sequence, has something changed?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: mid_coast on February 13, 2023, 09:54:36 am
Is there anywhere we are able to find a copy of Dark Ages IV for 47.05? I know you said that you're keeping it to the Steam Workshop to help support interest / sales there and I do own a copy and use Dark Ages V with it. I just really miss playing adventure mode with the mod.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Viax on March 03, 2023, 04:35:26 pm
How would that work (would it be compatibile):
-Vanilla overhaul weapon 2.2 mod
-Aeramore expansion mod
-Tes Mod

Would any one of them could work with your mod? also, how important is list order load on mod screen?

Also dwarven mages - they are for help with difficulty ?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Quizmar on March 14, 2023, 04:09:32 pm
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: GM-X on March 17, 2023, 02:08:28 pm
Quote
Also 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!
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Viax on March 18, 2023, 02:07:37 pm
Quote
Also 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!

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
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: GM-X on March 19, 2023, 08:28:36 pm
Quote
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

Keep looking. You can find some very savage embarks. I've seen embarks overrun with Great Elephants and Dire Wolves. Haven't tested Stonework Expanded, but off the top of my head, I don't see why a mod like that wouldn't at least mostly work with DA:5. Stable Adventure Mode + Bug Fixes are so badly required for Dark Ages (and the modding community) it is not funny. Toady One is taking a 100% needed break, but we hope he hits a strange mood again by Summer.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Viax on March 27, 2023, 03:32:43 pm
BTW, if i could ask... where can i learn to mod game like that? I have few ideas, and as i was going through those text files, it didn't seem to make some adjustments. Worst with graphic if i would add something... But, when could i start ?

Also, what iron dwarfs and living statues do? Do they possess some powers? What role did they perform ?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Viax on April 05, 2023, 04:01:13 am
How can i craft non-craftable weapons? There is mod called "armed dwarves"
entity.armd.txt
[OBJECT:ENTITY]

[SELECT_ENTITY:MOUNTAIN]
   [WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_PIKE]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]
   [WEAPON:ITEM_WEAPON_SWORD_2H]
   [WEAPON:ITEM_WEAPON_WHIP]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [WEAPON:ITEM_WEAPON_SCIMITAR]
   [WEAPON:ITEM_WEAPON_SCOURGE]
   [WEAPON:ITEM_WEAPON_DAGGER_LARGE]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_BLOWGUN]
      [AMMO:ITEM_AMMO_BLOWDARTS]

doesn't work, tryed transfering them to Default entity, still doesn't work. Could you help me?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: vishdafish on April 13, 2023, 05:11:11 pm
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...
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Viax on April 14, 2023, 08:19:44 am
i got crash with
Unknown statue creature token: GIANT_ALBATROSS
Unknown statue creature token: GIANT_BARN_OWL
Unknown statue creature token: GIANT_BLUEJAY
Unknown statue creature token: GIANT_BUSHTIT
Unknown statue creature token: GIANT_CARDINAL
Unknown statue creature token: GIANT_CASSOWARY
Unknown statue creature token: GIANT_COCKATIEL
Unknown statue creature token: GIANT_CROW
Unknown statue creature token: GIANT_DRAGONFLY
Unknown statue creature token: GIANT_EAGLE
Unknown statue creature token: GIANT_EMU
Unknown statue creature token: GIANT_FIREFLY
Unknown statue creature token: GIANT_FLY
Unknown statue creature token: GIANT_GRACKLE
Unknown statue creature token: GIANT_GREAT_HORNED_OWL
Unknown statue creature token: GIANT_GREY_PARROT
Unknown statue creature token: GIANT_HORNBILL
Unknown statue creature token: GIANT_KAKAPO
Unknown statue creature token: GIANT_KEA
Unknown statue creature token: GIANT_KESTREL
Unknown statue creature token: BIRD_KIWI_GIANT
Unknown statue creature token: GIANT_LOON
Unknown statue creature token: GIANT_LORIKEET
Unknown statue creature token: GIANT_MAGPIE
Unknown statue creature token: GIANT_MASKED_LOVEBIRD
Unknown statue creature token: GIANT_BUTTERFLY_MONARCH
Unknown statue creature token: GIANT_MOTH
Unknown statue creature token: GIANT_ORIOLE
Unknown statue creature token: GIANT_OSPREY
Unknown statue creature token: BIRD_OSTRICH_GIANT
Unknown statue creature token: GIANT_PARAKEET
Unknown statue creature token: GIANT_PEACH-FACED_LOVEBIRD
Unknown statue creature token: GIANT PEREGRINE FALCON
Unknown statue creature token: GIANT_PUFFIN
Unknown statue creature token: GIANT_RW_BLACKBIRD
Unknown statue creature token: GIANT_SNOWY_OWL
Unknown statue creature token: GIANT_SPARROW
Unknown statue creature token: GIANT_SWAN
Unknown statue creature token: GIANT_WHITE_STORK
Unknown statue creature token: GIANT_WREN

But i use mod which cut giant birds. Why is it happening?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: GM-X on April 14, 2023, 03:07:10 pm
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...

Hi Vishdafish, that is not a bug it is a feature. ;) Although, it could use some fine tuning. Most forts will not survive an Ancient Vampire attack. The end.

Please take screenshots if this happens, because it can help smooth out future game play.

i got crash with...But i use mod which cut giant birds. Why is it happening?

Hello again Viax, the No Giant Birds plug-in mod is not the reason you are getting crashes. Dwarves will not make "giant" bird statues so the error is only informational. This plug-in may even reduce vanilla crashing. This is explained on the mod page.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: Viax on April 14, 2023, 05:13:02 pm
don't quite understand.. then why i got crash :(, there is also
"data/vanilla/vanilla_buildings_graphics/graphics/graphics_buildings.txt"
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON
Tile page token not recognized: TRAPS_WEAPON

Strange
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] Devlog #10 [5.0.8]
Post by: ITzGhosty on April 21, 2023, 11:22:53 am
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?
Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] - Ic0n Gaming
Post by: GM-X on April 21, 2023, 09:54:53 pm
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?

Hi ITzGhosty, DFHack is untested but seems compatible. If you followed all install instructions and you are using version [5.0.8] then I recommend trying again after DF starts getting regular updates. Which could be soon.



This player deserves special mention and attention due to great narration and play style (although he is using an old version and did not install DA:5 completely). He is using DFHack. Check out this fascinating +6 hour long series:

YouTube (HD): Dark Ages V - JusticePaint by Ic0n Gaming - (14 Episode Season) (https://www.youtube.com/watch?v=J6qKEsrLebs&list=PLkHfUAaH9nIfUFw7mSB1Cc6GNTZQGRyXL)

(https://i.imgur.com/P97Q1G6.jpg)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on April 24, 2023, 07:05:37 am
What does wendigo do? I have 2 friendly wendigos after fighting with wendigos, one of my dwarf died and turned into friendly zombie corpse wendigo,
(http://)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: kei2349 on April 27, 2023, 10:06:00 pm
Hey I recently downloaded this mod and i think its causing my characters to lose their heads and body designs. is there any fix to this?
https://imgur.com/a/PW2TiQV
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on May 03, 2023, 05:00:33 am
Any update incoming?:D
Title: [50.08] Patch Notes: Dwarf Fortress Save Corruption - Save Games Not Loading
Post by: GM-X on May 12, 2023, 02:50:53 pm
[50.08] (*) Cleaned out lingering data from autosaves and manual saves that could cause corruption if multiple worlds were active.

This bug caused grief since the Steam release in December, refunds, bad reviews, and many people (mistakenly) blamed it on Dark Ages V. Can any players confirm if they are still having trouble loading saved games or not?



0012018: Crash to Desktop on loading game during Loading Units phase:
https://dwarffortress.mantishub.io/view.php?id=12018 (https://dwarffortress.mantishub.io/view.php?id=12018)

0012145: Game crashes on save after caravan leaves map:
https://dwarffortress.mantishub.io/view.php?id=12145
(Report: 2023-04-17 - 02:39 - Still not fixed in the current beta. Now the game hangs in "Offloading units" for longer than usual but still crashes nonetheless.)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on May 30, 2023, 03:23:26 pm
Hey Gm-x,

I probably compiled few, maybe more than 10 mods INTO your mod in INSTALLED_MODS. Stonecrafting, more civs (btw, should i put those in entity_DA5 or entity_default_DA5)? I didn't see more civs, but they are under default entities. Should i carry them to EntityDA5?

If i make this compilation, should i make it in MODS folder, or INSTALLED_MODS? Can i send you your file with changes i made?

Wanted to have ability to craft 100 arrows/bolts using 4x material. Mods used BOLTS, co i carefully changed them to ARROWS. Started new game for it (altho i had really good fort, one of the best since i play, but i couldn't add these reactions i suppose...).

https://www.transfernow.net/dl/FilesDA5


Here is the link to changed files. My though is to just take from mods, what i want and ADD IT to RAW VANILLA FILES. ?1. Does it interfere with CUT_Entity?
?2 Also, what could possibly happen that i was able to make arrows at the start, but after some time... i cant. Totally do not uderstand that.
3. Do i need to cut those entities in DA5? Wanted to have them much more. So i tryed to use some othe mods.... 100% sure i added:
1. Stonecrafting
2. armed dwarves
3. Fortress Defense
4. More Arrows/Bolts(original is called more bolts)
5. Vanilla weapon overhaul - altho i am not sure about this one, it was probably loaded separetly, as it needs to be sorted. but not sure.
6. 2h handed weapons
7. Ability to craft many, many more weapons like whips and BOWS.

(my changes - item ammo.txt:
ITEM_AMMO:ITEM_AMMO_ARROWS]
[NAME:arrow:arrows]
[CLASS:ARROW]
[SIZE:15]
[ATTACK:EDGE:30:500:stab:stabs:NO_SUB:500]
   [ATTACK_PREPARE_AND_RECOVER:1:2]

Yep i used a bit of cheating. But i am a fairly new player. Hard economy, hard enemies, I gave my dwarfs about 2k into attributes with almost no limit. Didn't last longer than 2 years, so i didn't meet a special threat. Also, i give some social skills to starting dwarfs, like 3 or 4rank archer/bowman for my first bowman. And some skills to my doctor. Been using much more cheating, next time i want to make attributes with 50k max values, but gave dwarfs maybe 1500 Att, couse i was also changed their personalities to match their role (not all of them, mostly soldiers).

Ach, and i also i always want to start near max enemies and on evil zone ( ?3? sinister mostly, it's easier huh? How big is the difference between them?

the biggest question is... How to combine mods properly?!  It kinda... keeps me captivated. Maybe i will start modding myself. Was thinking about making working compilation of mods. ;)

Title: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8]
Post by: GM-X on May 31, 2023, 10:09:48 pm
Hello again Viax, it looks like you are making some practical QoL mod combinations.

Quote
How to combine mods properly?!  It kinda... keeps me captivated. Maybe i will start modding myself. Was thinking about making working compilation of mods.

You are free to do so for personal use, but you may not include any part of the Dark Ages mod in publications you make. There are many reasons for this, like copy-protected images and text. Also vanilla DF is not stable enough to extensively test yet, let alone combine with untested mods in various states of development. This is a blending process that takes months or years of free time, changes with each patch, and I myself have to be in the zone with lots of free time to accomplish it.

I cannot offer modding advise on this release forum - but if you want to make plug-ins for Dark Ages 5 - that I can fully support. As long as they are well tested, they should be published on Steam and I will add them to the approved mod list here: https://steamcommunity.com/workshop/filedetails/?id=2902605069

Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on June 02, 2023, 04:10:37 am
Ofc i know about copyright and all of that, do not worry ;), It was mostly for my use only.

Honestly, the one thing that i really want to is to have more stack of ammo. Not 25, but 100 let's say. Could you help me somehow with that and only that?
Couse i noticed that most mods that adds new weapons, new entities and make same rebalance doesn't come off with errors. They mix pretty good.

Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on June 05, 2023, 03:34:53 pm
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 ?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on June 27, 2023, 11:10:42 am
GM-X When will you add more races? :>
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on June 28, 2023, 02:50:19 pm
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? :>

I will double check into what is happening with Nightmares, that is unexpected. Additional civilizations always put strain on world gen, and world gen changes every round of bug fixes. 

Quote
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.

Some very welcome new features just released today. Adventure mode seems like it may not happen in 2023.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on July 03, 2023, 05:42:55 am
So maybe 2 branches of mod - official one and second one with unbalanced races added? I am adding races from other mods, finally made it work without crash. Still, only wizards coming to my fort.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: chilller6 on July 23, 2023, 09:18:47 pm
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?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on July 24, 2023, 03:41:30 pm
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?

If you are not running 5.0.8, Steam has done you wrong and you likely need to delete the old versions by hand and re-subscribe. Still unclear why this happens...
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: chilller6 on July 30, 2023, 10:23:09 am
yea i fixed it by deleting the mod folder in data/installed_mods, it never updated past 5.0.3 for whatever reason even after multiple worlds. the folder in df/mods updated tho
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: MoOnKat on August 18, 2023, 04:22:37 am
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on August 20, 2023, 01:59:09 pm
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: MoOnKat on August 21, 2023, 01:03:23 pm
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.

Hi GM-X, thanks for the clarification. 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 compatability can be an issue, do mods like those https://steamcommunity.com/sharedfiles/filedetails/?id=2904134678&searchtext= that add additional races/items conflict with War & Mythos or are complicaitons probable?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on August 25, 2023, 03:42:22 pm
Quote
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?

There are no firm answers to either question. A lot depends on world size, luck, and very much so on embark location. (I've seen embarks with 25 Great Elephants for example, but that is rare.) Typically 133-233 year old worlds are ideal, although may lack massive amounts of undead. Younger worlds tend to be more savage, and more stable, but may lack armies.

In my experience adding any new civilization to DF requires lots of play testing and running test fortresses each vanilla update. Any mod not on the DA:5 plug-in list, is unsupported. Many may run fine if they do not cause crashing in world gen by year 500, but I rely on player reports about this.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Shelingar on September 11, 2023, 09:41:07 pm
I've come across an issue with this mod and not sure what I should be doing differently.

I typically create a water reservoir that is linked to the river, with flood gates to control the flow and a carved arrow slot to allow water through.

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.

This has happened on my previous attempt at this too.

Can't add an image without uploading somewhere first.  So if you need an example let me know.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on September 21, 2023, 06:22:38 pm
Quote
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.

Hi Shelingar, thank you for reporting this. The only explanation I can think of for this: they are both amphibious/water breathing races so they seem to be okay with pathing through rivers. You would need to build a solution for this issue, specific to your fort.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Shelingar on September 24, 2023, 04:53:08 am
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.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: CyberianK on October 02, 2023, 10:54:47 am
Hey @GM-X the mod looks very awesome.
Last update is February but since you are still active here I guess you are still working on it?

Description says no entity mods but I guess Interface Tweaks mod is fine? Not sure though the interface tweaks mod works with 508 beta version since its already updated but I guess I'll just try it.

EDIT: started a game with the current UI mod on 508 and it seems to work fine no crashes so far
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Shelingar on October 11, 2023, 09:25:01 am
Hmmm ... I guess I am removing this mod then as I don't have a solution for the issue and nothing has been suggested.

Thanks anyway.  Maybe I'll come back to it in a few years.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: BeardedJQB on October 11, 2023, 04:04:01 pm
How do I download the old version 47.05?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Viax on October 17, 2023, 03:17:10 am
GM, Any updates incoming? ;)
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on October 22, 2023, 02:26:30 pm
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.

This issue has never been reported before - I'm sorry to be speculating and the frustration. I won't typically change the raws if I have not observed the problem myself. It sounds like there maybe a vanilla bug in the mix.

You could try to remove the amphibious and water breathing tags from the creature raws. Sometimes these powers are granted by spells and curses however.

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How do I download the old version 47.05?

Currently, the old versions are no longer available. The full features of the mod will return with the release of Premium Adventure Mode.

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GMX, Any updates incoming? ;)

Most of my energy is going into several RPGs I'm developing. But since there has been an initial round of bug fixes for vanilla DF - I plan to release a world-gen update by January 2024.

Toady One recently announced adventure mode is a long way off. I am very reluctant to add content until Adventure Mode is up and running.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: GM-X on December 13, 2023, 10:09:25 pm
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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!

Since the release of adventure mode has been pulled forward to April 2024, I can start warming up the next content update for DF version 5.11 or later! If you have any feature requests or bug reports, now is a good time to post.
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Rumrusher on December 15, 2023, 06:12:36 am
so kinda wonder if Dark ages V has a DF 50 classic build for the folks who pick up DF50 from bay12games?
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Shelingar on February 13, 2024, 07:56:59 am
Further to the issue I reported above ... tried a different game and not using a well connected to the surface where wizards or druids can get confused. (has its own issues)

So ... after a crappy-ish start that took a while to recover (and learned some more things about how v50 differs) things started progressing.  After a couple of years visitors started to arrive.

However still got the same weirdness.  Some of them just sit in rivers or ponds.  They don't move.  They don't try to leave (said rivers have and ponds have slopes) and examining them says you can learn more when a local talks to them.  So there is no back door via the well and and arrow slit for them to be confused about with their water breathing.  But still seems to be a pathing issue.

Is there a way for me to disable water breathing on these races the next time they all die to the river freezing over.  Maybe I can see if its just an issue with water breathing pathing.



Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Quizmar on March 29, 2024, 02:40:04 am
I love the mod in general, with one exception. I despise the ability of random dwarves to be able to launch a fireball, its extremely chaotic and adds little to the experience
Title: Re: [ϟ] Dark Ages V: War & Mythos [High Horror] [5.0.8] YouTube
Post by: Ryan7251 on April 18, 2024, 07:34:28 am
I'm guessing this mod will not work with steam adventure mode but I still wanted to ask just in case. It looks good but I don't really play fort mode.