Bay 12 Games Forum

Dwarf Fortress => DF Modding => Mod Releases => Topic started by: GoblinCookie on January 24, 2015, 01:44:58 pm

Title: Forgotten Realms Direforged 2.7M
Post by: GoblinCookie on January 24, 2015, 01:44:58 pm
Forgotten Realms Direforged (http://dffd.bay12games.com/file.php?id=10490)


What this mod does at core is take certain creatures from Forgotten Realms/D&D Universe and transplants them into the Dwarf Fortress Universe as modded by Knight Otu's Direforged.  Those already transplanted so to speak have been renamed with a suitable name, for instance the original goblins of dwarf fortress are now called dire goblins and Knight Otu's sprites are now called Leaf Sprites.

The number of intelligent creatures wandering around the world without clothing, weapons or armour have been reduced somewhat and new entities have been created for the likes of say DF gremlins.  All sentient beings also have basic level swimming so creatures should actually be able to live long enough to actually learn how to swim better. 

Direforged creatures have been given the same treatment as based Dwarf Fortress creatures and some direforged items have been added to the Forgotten Realms Mod.  This mod is not just a merger of Direforged and Forgotten Realms, it is more a splicing of the content of the two mods. 

Installation.
Just unzip the archive into your main Dwarf Fortress folder, there must be no other mod installed that alters core game . 

In order to get the most of this mod you want to play a large world with the maximum number of civilizations.  Also be aware that mountain gnomes are now playable but use the exact same entity as dwarves do, so export your legends and check who is who before embarking if you care about that.

Log
Spoiler (click to show/hide)

Version: 2.7A
*Added D&D elves.
*Added some missing plurals to certain words.

Version: 2.7B
*The new elves now only have biome support for rivers, lakes and oceans like the regular elves and most civs.
*Harpies now are not [KILL_NEUTRAL:REQUIRED] like other forest retreat civs and do not have cave creatures+crops+wood.

Version: 2.7C
*Drow can no longer use [GOOD] names.

Version: 2.7D
*Added missing [SITE] tokens to Duergar entity.

Version: 2.7E
*Added layer-linked drow entity.
*Added layer-linked orog entity.
*Added cave-based orog entity.
*Added the missing [SITE] token to sisters of Synnoria.

Version: 2.7F
*Removed duplicate [ASSERTIVE] language tokens in Drow.
*Made the new orog and drow layer-linked entities from the previous release actually work and not crash the game.

Version: 2.7G
*Fixed missing layer-linked entity creatures by adding missing required creature info.

Version: 2.7H
*Fixed troll entity.

Version: 2.7I
*ACTUALLY fixed troll entity.

Version: 2.7J
*Finally tracked down and dealt with a bug that was causing large and sometimes medium worlds to crash.
*Fixed incorrectly capitalized GRAY in the language file.

Version: 2.7K
*Implemented population control measures for giants while boosting certain low-performing civs as well.
*Added missing orchards to a number of forest retreat civilizations.
*D&D kobolds are now long [ITEM_THIEF] but a few extra cavern based civs are.

Version: 2.7L
*Renamed resized items to a non-numerical, if arbitrary adjectives.

Version: 2.7M
*Renamed some items that were missed in 2.7L.

Races
Spoiler (click to show/hide)

Story
Spoiler (click to show/hide)

Known DF Stories
The Story of The Last Dwarves (http://www.bay12forums.com/smf/index.php?topic=157506.0)
(Last updated 5th October 2016, discontinued)
Title: Re: Forgotten Realms Mod
Post by: GoblinCookie on January 24, 2015, 06:23:54 pm
Important note.  Testing has revealed that playable Mountain Gnomes seem to be completely bugged. 

Do not play them!  When I have it all sorted out I will release another edition.  Hopefully that is tommorow.
Title: Re: Forgotten Realms Mod
Post by: GoblinCookie on January 25, 2015, 02:00:07 pm
I have now fixed gnomes (I hope).   The problem was two-fold.  The first problem was that curious-beast guzzler was causing them to walk off with random items. 

The second problem was more general, weaponry (which includes pick-axes) was set to be unusable to beings that small.  I have now modified the weaponry file so all weaponry can be used by all being over size 500, which means that gnomes, gremlins and the ilk will be able to use all weaponry in the game. 

Plans are to playtest gnomes further for the next few days to see if there are any other problems.  If there are no problems that occur with gnomes, then I will start work on the planned direforged/forgotten realms merger.
Title: Re: Forgotten Realms Mod
Post by: GoblinCookie on January 25, 2015, 04:08:56 pm
Apologies to the person who downloaded version 0.2  :-[ :-[ :-[.  I accidentally removed a number of jobs from the mountain entity, such as mechanic.  Those jobs are back in again; on the plus side gnomes seem to working very, very well indeed.   :)

If you have already begun a fortress, you do not have to restart the game world but can simply overwite the entity default.txt within your save game file with the base one.  The gnomes of Gleefulblockade are now equipped with mechanics now.   8) 8)
Title: Re: Forgotten Realms Mod
Post by: GoblinCookie on January 27, 2015, 11:54:46 am
During playtesting I discovered that the outpost liason equivilants for the halflings was not working.  The basic idea was to give an outpost liason equivilant to each civilization so that you can form trade agreements with multiple civilizations at once, allowing for potential Arbitrage (http://en.wikipedia.org/wiki/Arbitrage).  This means buying goods cheaply from one civilization in order to sell them on to another at the higher price. 

Also I have renamed chief medical dwarf to the more racially neutral chief medic.

As a result I was forced to release the 0.4 version of the mod.  The problem will not be fixable in save games I think.  I shall stop playtesting now and attend to the planned merger with Knight Otu's Direforged.  I may however still make other releases if people inform me as to bugs in the mod during the meantime.
Title: Re: Forgotten Realms Mod 0.4
Post by: vjmdhzgr on January 27, 2015, 06:35:46 pm
I would just like to say that this is a mod I intend to play at some point, just right now I have a vanilla fort I'm really inspired by so I'm just doing that for now. I thought it might be a bit discouraging to make a mod thread where you're the only person making any posts.
Title: Re: Forgotten Realms Direforged 0.5
Post by: GoblinCookie on February 07, 2015, 09:48:51 am
I have completed the merger of Forgotten Realms Mod and Direforged.  I plan to lie back and playtest for the immediate future until Toady One finishes the next major update and then I will get to work on creating a 0.6 version of the mod to accomadate whatever changes in the files Toady One has added in. 

At this point I will get to work on a number of packs to add the following colonist creatures in the following order.

D&D Gnomes.
D&D Dwarves.
D&D Elves.
D&D Human Cultures. 

Every time I introduce one of these packs I will add in an equal number of entities of monsters to 'oppose' the non-evil entities I have added.  So the next pack which will contain Rock Gnomes and Svirfneblin will also include D&D Kobolds and Orcs as adversaries. 
Title: Re: Forgotten Realms Direforged 0.5
Post by: GoblinCookie on February 08, 2015, 07:51:57 am
I accidentally duplicated two files because of renaming them and have uploaded the fixed version.  Those who downloaded between now and the last post should delete the non-fr versions of Enitity_Fomorian.txt and Entity_Goblin.txt (that is the one without the _fr at the end), there is no need to redownload as such.
Title: Re: Forgotten Realms Direforged 0.5
Post by: GoblinCookie on February 08, 2015, 02:10:34 pm
Playtesting has brought up some problems to be fixed.

I have fixed two problems.  Gnomes now have CANOPENDOORS meaning that they can actually open doors in adventure mode (or those set to stop pets in fortress mode).  I presumed they would have this tag on account of being humanoid but I suppose that would have prevented a non-violent solution to their original thieving role impossible hence it's absence. 

Also due to a bug that exists in the present system that causes the numbers of trained animals in subterranean settlements to reach ridiculous numbers I have made giant cave swallows and bats untrainable.  This is because having around 15k of trained animals in the fortress I was in was causing horrifying amounts of lag. 

To fix gnomes it is not neccesery to start a new game, all you must do is copy the new large_mountain_new into your old save file.
Title: Re: Forgotten Realms Direforged 0.7
Post by: GoblinCookie on February 23, 2015, 11:40:21 am
I had intended to wait until the next release but Toady One is taking so long to release the next version so I have decided to release early particularly because of some bugs I discovered while playtesting.  So here is version 0.7, if there are raw changes in the next update then I will have to make 0.8 and then gnomes, kobolds and orcs will be 0.9. 

Anyway, please remember to comment about the mod.  Having such a silent bunch of downloaders makes my job a lot harder than it should be.
Title: Re: Forgotten Realms Direforged 0.7
Post by: vjmdhzgr on February 24, 2015, 08:47:30 pm
I had intended to wait until the next release but Toady One is taking so long to release the next version so I have decided to release early particularly because of some bugs I discovered while playtesting.  So here is version 0.7, if there are raw changes in the next update then I will have to make 0.8 and then gnomes, kobolds and orcs will be 0.9. 

Anyway, please remember to comment about the mod.  Having such a silent bunch of downloaders makes my job a lot harder than it should be.
You know the next release is going to be quite a while from now? Like over a month? He's gone from bugfixing to feature adding which takes a lot longer so I think it's pretty rude to say that he's taking a long time especially when it's only been a month and a half.
Title: Re: Forgotten Realms Direforged 0.7
Post by: GoblinCookie on February 25, 2015, 07:35:00 am
You know the next release is going to be quite a while from now? Like over a month? He's gone from bugfixing to feature adding which takes a lot longer so I think it's pretty rude to say that he's taking a long time especially when it's only been a month and a half.

Rude?  It is just that I have become used to regular updates making small changes, like every week or so.  If this were Gnomoria for instance, then I would have come to expect a lengthy time period between updates since these are normally months apart. 

http://gnomoria.com/news/

Having a length period of time is in lots of ways and advantage since it gives me time to play-test as well as make minor changes to the mod.  The present plan is to integrate other mods that are popular and then once the next update is out and can then integrate the next version in a similar manner. 

The only reason I released at all now is that through play-testing I came across annoying bugs like the gnomes not being able to swim (my adventurer drowned as a result) and the nothings bug due to missing caste names.
Title: Re: Forgotten Realms Direforged 0.8
Post by: GoblinCookie on February 28, 2015, 06:03:20 am
I have now released version 0.8.  Not only has Expanded Plants been integrated into the mod but the Direforged Plants have been modified to work on a similar basis as Button's plants.

Plans for the future include integrating All Races Playable, so that elves, dwarves and the (dire) goblins will be playable.  I do however intend to modify that mod so that the races are less generic in the way they are organised.  Hopefully Toady One will give me plenty of time to playtest them before I inevitably have to release version 1.0 to intergrate all the major changes Toady is making and this mod is no longer officially speaking be a beta build.   ;D
Title: Re: Forgotten Realms Direforged 0.8
Post by: GoblinCookie on April 20, 2015, 12:36:20 pm
I have released 0.9.  It makes elves and humans playable as well making the size of their governments and the dwarves increase as the population of the settlement. 
Title: Re: Forgotten Realms Direforged 0.9
Post by: mcolombe on April 21, 2015, 10:03:09 am
this mod looks very interesting, does it come prepacked, ie the raws are already placed inside the lastest version of dwarf fortress and hopefully come with ironhand or phoebus graphics? ps, will this mode have manual? Oh and well done goblincookie on all your hardwork.
Title: Re: Forgotten Realms Direforged 0.9
Post by: GoblinCookie on April 23, 2015, 11:14:56 am
this mod looks very interesting, does it come prepacked, ie the raws are already placed inside the lastest version of dwarf fortress and hopefully come with ironhand or phoebus graphics? ps, will this mode have manual? Oh and well done goblincookie on all your hardwork.

It does not come prepacked, the raws are simply overwrites of existing raws.  It does not come with any graphic packs already installed, I will probably need to use graphic packs eventually simply because there are so many creatures in the Forgotten Realms universe. 

Much the same with manual. 
Title: Re: Forgotten Realms Direforged 0.9
Post by: mcolombe on April 24, 2015, 09:15:48 am
OKay cool. well good luck sorting out the graphics and the manual. I really enjoyed reading a lot of forgotten realms books when i was young(the drow are awesome), so well done on making this mod.
Title: Re: Forgotten Realms Direforged 0.9
Post by: Hexatona on July 20, 2015, 04:16:52 pm
Heh, I'm glad someone got some use out of that language pack!
Title: Re: Forgotten Realms Direforged 0.9
Post by: Pvt. Pirate on September 08, 2015, 07:48:21 am
i like the idea, as i like D&D. i'm tracking this :)
Title: Re: Forgotten Realms Direforged 1.0
Post by: GoblinCookie on October 10, 2015, 05:45:41 am
The next version is now out.  I had intended to wait until next DF release to release the next version but I ran across a major problem.  Owing to have [ACCEPTABLE] as opposed to [REQUIRED] under the ethic for killing neutrals fomorians (and the other creatures they share an entity with) were simply allowing adventurers to walk into their dungeons and out with their prisoners; this is now fixed I believe. 

There was also the problem of gremlins not getting enough to eat that has been fixed as well;there should be more gremlins now.
Title: Re: Forgotten Realms Direforged 1.1
Post by: GoblinCookie on October 10, 2015, 08:33:09 am
It seem that Knight Otu made the same mistake at I did with the fomorians.  Version 1.1 has now been released (very fast) which corrects Carmine Fey and Hobgoblin values so that they will be hostile to visitors too.
Title: Re: Forgotten Realms Direforged 1.2
Post by: GoblinCookie on October 13, 2015, 11:01:42 am
I have released another version owing to the fact that [BABYSNATCHER] appears not to work properly in non dark fortress civs.
Title: Re: Forgotten Realms Direforged 1.2
Post by: GoblinCookie on October 16, 2015, 09:21:06 am
 :-[ :-[ :-[ :-[
It seems I accidentally overwrote Forgotten Realms Direforged with files from vanilla direforged.  I have now recreated 1.2 with files taken from an old save file from 1.0, so the problem should be fixed now.  Sorry to those who downloaded the latest version, the new version of 1.2 is fixed.
 :-[ :-[ :-[ :-[
Title: Re: Forgotten Realms Direforged 1.2
Post by: GoblinCookie on October 20, 2015, 05:21:33 pm
Owing to this bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9099) I discovered that dwarves were destroying their own trading posts in Adventure Mode.  This has forced me to replace [BUILDING_DESTROYER] with [LOCKPICKER], with the additional effect that not only can civilized creatures open locked doors but they are also immune to traps.  I actually consider this a bonus as a fortress will now have to actually mantain a proper army and not rely on a corridor of traps to protect it.

The immediate plans are of course to wait for next release but I intend to do the grunt work of expanding the goverment positions and making more races playable before working on integrating the *other* D&D mod.
Title: Re: Forgotten Realms Direforged 1.3
Post by: Devin on October 22, 2015, 02:54:09 pm
This is awesome!  Thank you so much for making it.
Title: Re: Forgotten Realms Direforged 1.4
Post by: GoblinCookie on November 01, 2015, 11:49:57 am
Released version 1.4.  The D&D Content pack has now been integrated successfully and dire goblins have been made playable.

The immediate plans are to rest, since I worked flat out yesterday and the day before on this version.  If the release has not happened by next weekend I will get to work on 1.5, which will streamline the D&D pack content, while if it has then I will get to work on updating the mod to the next version and the streamlining will happen during the release of the long-awaiting gnome themed pack which will have it's aluminium extraction, guns and mad hatters making felt using mercury.  :)

I am also confused about how big all the creatures would be in DF Terms, so I want some help on this thread (http://www.bay12forums.com/smf/index.php?topic=153854.0).
Title: Re: Forgotten Realms Direforged 1.4
Post by: GoblinCookie on November 20, 2015, 05:40:34 am
I have finally managed to release 1.5.  Resizing weapons took a horrific amount of work but after over a week's ceaseless industry I got it done.  Release date seems imminant so I will probably just rest until release, make an updated version for the new DF release and in the process develop the existing files.  Then I can focus upon a new version that will integrate the latest version of Direforged and finally add more content into the game. 
Title: Re: Forgotten Realms Direforged 1.5
Post by: Rekov on November 20, 2015, 04:32:39 pm
How do the elves play in this? Are the significantly different than dwarves?
Title: Re: Forgotten Realms Direforged 1.5
Post by: GoblinCookie on November 20, 2015, 06:47:41 pm
How do the elves play in this? Are the significantly different than dwarves?

As different as I could make them.   ;)

To play them you have to find a suitably large tree in order to place workshops and a wood grower on.  You have take some wood with you (this is essential) which you can convert into elfwood at the wood grower if you are making something you want to sell to the other elves.  The workshop should be high up in the tree and make some inside squares on the tree beneath, which you can use to place beds and tables for bedding or dining purposes.  The key thing to produce initially is statues, by placing wooden statues on the higher levels of the trees you can make extra inside spaces on top of the ones already there. 

The main challenge of playing elves is the inside spaces, you treasure these a lot.  As the game progresses however, the initial embark trees get bigger causing them to produce some inside spaces naturally, on top of the ones you unnaturally create using workshops+statues.  This is of course very much welcomed as your elf immigrants start to turn up in a swarm, requiring more and more beds/tables.  Oh and another element of playing elves, take fruit with you and turn them into wine at your still tree; this not only makes you elves happy (they aren't so different from dwarves :) ) but also gives you are ready means to make extra wood. 
Title: Re: Forgotten Realms Direforged 1.5
Post by: Rekov on November 21, 2015, 12:19:28 am
Sounds really cool. I'm definitely going to try this. So I take it elves can't dig or build constructions then? Are the statues just because they create inside space beneath them?

What kind of weapons should I be looking at? I see a lot of blowguns, heh. And Silver Wood?
Title: Re: Forgotten Realms Direforged 1.5
Post by: GoblinCookie on November 21, 2015, 06:44:13 am
Sounds really cool. I'm definitely going to try this. So I take it elves can't dig or build constructions then? Are the statues just because they create inside space beneath them?

What kind of weapons should I be looking at? I see a lot of blowguns, heh. And Silver Wood?

They can build constructions out of wood to live in off the side of the trees, or just live on the ground in wood cabins; that however is not a very elfy way to live, they are supposed to live *in* the trees afterall.  Yes I modded in the ability to grow wooden statues at the wood grower because I became aware of the problem of the lack of inside spaces on the trees to start off with and that seemed the most artistic/elfy solution to the problem.  One issue I forget to mention is training, make sure your designated barracks area is very small or else elves will end up falling off the trees and getting hurt. 
Title: Re: Forgotten Realms Direforged 1.6
Post by: GoblinCookie on November 21, 2015, 08:40:56 am
1.6 is now out.  I encountered a number of bugs during playthrough and they had to be fixed, not much more to say really other than said bugs are no more.
Title: Re: Forgotten Realms Direforged 1.7
Post by: GoblinCookie on November 22, 2015, 12:02:56 pm
In 1.7 I have fixed a bug with the mode in which genderless, nameless cyclops were being created.  I was able to catch the bug because somebody's relative was abducted by a nothing called Theratu, I then went through the name files searching for Theratu and found out it was the sylvan word for juice.  Since the regular fey do not abduct children, I was able to thus narrow down the search to creature_fomorian and thus track down the problem as a caste left over from when cyclops were different sizes; they were standardised at 12 feet as a result of the resizing process for items. 
Title: Re: Forgotten Realms Direforged 1.7
Post by: tiff on November 23, 2015, 01:56:25 pm
I'm not able to assign nobles in fortress mode as dwarves. All I get to change is expedition leader! Only discovered this after playing for a bit- sad!
Title: Re: Forgotten Realms Direforged 1.7
Post by: Rekov on November 23, 2015, 06:08:05 pm
I've been trying to figure out what Silver Tree wood is? Do elves have any metal grade woods for weapons and armor?

Do you have any plans for additional playable races in the future? Drow, or something ice themed, maybe.
Title: Re: Forgotten Realms Direforged 1.7
Post by: GoblinCookie on November 25, 2015, 03:40:32 pm
I'm not able to assign nobles in fortress mode as dwarves. All I get to change is expedition leader! Only discovered this after playing for a bit- sad!

You do not need to assign any nobles, the expedition leader automatically does all the noble functions until the mayor arrives.  When the mayor arrives, you will be able to appoint all the normal positions so no reason to be sad tiff  :).

I've been trying to figure out what Silver Tree wood is? Do elves have any metal grade woods for weapons and armor?

Do you have any plans for additional playable races in the future? Drow, or something ice themed, maybe.

It is the wood of a particular tree that exists in vanilla, I think it grows only in good biomes.  It is also the only metal-grade wood that there is, so you should could your blessings that you have it basically and take loads of it with you, though I do not think you will be able to trade it to your homeland (but I am not sure because it's material is silver).   

I have loads and loads of plans for additional races; but I am just working on perfecting the Status Quo until the next release comes out.  I have also got myself the unintended extra problem of finishing the shoddy work of Deboche's D&D mod, that is debugging/balancing/developing the legion of buggy undeveloped creatures I have added in.  In seems like he mass-produced creatures by the bucketload, while failing to balance them, test them or make sure their abilities actually worked as intended.  For instance in present release the ghast miasma has an unintended effect of melting anything that comes into contact with it, including the ghasts themselves.

The reason is that he did not define a custom boiling point for the material he was using as the gas, the gas then was being emmited at the default temperature a gas is produced at which is above the boiling point for the material.  The gas thus appeared on the scene above the boiling point of the default creature template material, which means hot enough to vapourise flesh and blood.  While not an obvious bug, a short while in the object testing dungeon would reveal the problem which I found out when by adventurer got melted while making her way through the undead infested underground. 

The creature adding plans are to add Gnomes, Dwarves, Elves and Humans in that order.  These will be released in bundles, the 'non-evil' creatures form a group of entities opposed to the evil versions of those things and a collection of other creatures, mostly evil as well; the situation is to end up with equal numbers of these non-core races to match up against the core races.  Creatures from Direforged or D&D do not count in this scheme, so the present pack works out as 4-4 with Lightfoot/Strongheart/Ghostwise/Fey VS Fomorian/Goblinoid/Xvart/Tasloi; future race expansion packs are supposed to work on the same basis.
Title: Re: Forgotten Realms Direforged 1.8
Post by: GoblinCookie on November 27, 2015, 08:17:48 am
I have now released 1.8.  The situation with the gases has been fixed and undead have been made rarer because in the previous version the underground was completely overrun with them and it was making the caverns overly dangerous. 
Title: Re: Forgotten Realms Direforged 1.8
Post by: Musaab on November 30, 2015, 01:56:57 am
Thanks for the great work!
Title: Re: Forgotten Realms Direforged 1.9
Post by: GoblinCookie on December 11, 2015, 11:52:45 am
Here it is, the updated version for 0.42.02.  I took advantage of the variable values mechanics to make all the entities, save a few have variable values overall, with a range based upon their original fixed value.  My impression however is that it is best not to player Adventure Mode at the moment because the sites are presently infested with mounts, causing CPU to be totally crushed by the sheer weight of animal flesh; best to wait till the next release when that issue is finished and start a new world.
Title: Re: Forgotten Realms Direforged 1.9B
Post by: GoblinCookie on December 14, 2015, 01:29:49 pm
I discovered a problem with the ghostwise halfling entity and the tasloi one.  No idea what it actually was, fixed it by making a new text files for the ghostwise entity specifically and making a new tasloi entity modelled on the last one.
Title: Re: Forgotten Realms Direforged 1.9B
Post by: Eagleon on December 15, 2015, 02:59:13 pm
Started out being able to take earth elementals at a cost of 1, so I got a bunch of those because I'm a cheap bastard - they're doing my hauling, animal handling, furniture construction, etc. and I can assign them to squads, which is pretty awesome, and one of them pulped a wolverine on embark, so their value should definitely be increased.

But they also started to get (!)distracted, which says they've got some personalities :V Sure as shit, I built a tavern, and they started having dance parties
Spoiler (click to show/hide)
Not sure if it's intentional, but it is adorable somehow. I wonder if they'd have started fights if I hadn't gotten the dance floor up and running.
Title: Re: Forgotten Realms Direforged 1.9C
Post by: GoblinCookie on December 25, 2015, 08:51:03 am
I have finished another subrelease, it should be the last subrelease before I bring out 2.0 and gnomes of the D&D variety.  The elemental issue that Eagleon brough up has been solved, elementals now have a price of 200 each rather than 1 each.  I made some changes to birds as part of an abandoned attempt to improve the quality of the creature raws, by adding in more prefs and gender caste names for the many creatures.  I will likely continue that after Toady One brings out the next release which adds new giant/animal person varieties but it is quite a mammoth task.
Title: Re: Forgotten Realms Direforged 2.0A
Post by: GoblinCookie on March 04, 2016, 09:41:21 am
The mammoth project that is Release 2.0 turned out to be take even longer than I had expected; basically it took over 2 months to trawl through the creature raw files in order to make changes/revisions/improvements to them all.  Aside from releasing fixes to whatever bugs I or somebody else manages to spot the next step will be to finally add new creatures; the new creatures will be rock gnomes, Lanten gnomes and svirfneblin vs kobolds, orcs and gnolls.  However I have had to say bye-bye to a number of entities  :'( because with the upcoming new entities, most notably several trolls and leaf sprites demoting their creatures to joinable uncivs as they would compete with upcoming new arrivals and they are not really so interesting/unique as to justify such competition.
Title: Re: Forgotten Realms Direforged 2.0B
Post by: GoblinCookie on March 04, 2016, 07:09:02 pm
While looking for stories to tell I noticed a mysterious nothing that my entity had become enemies of in the past.  I could not track down this nothing, until I discovered that it is possible to place nothings in the object testing dungeon.  Apparently there were 28 nothings (this is just the creature types afflicted not the castes) in total and I had to postpone bedtime in order to sort them all out but thankfully it was Friday  ;), it seems however that merely replacing the save game raws does not get of them and a new game is needed  :(.  At the same time I also made giant hares milkable because they are grazing animal that is of a reasonable size (the criteria).  So here goes version 2.0B I suppose.
Title: Re: Forgotten Realms Direforged 2.0B
Post by: Purdurabo on March 13, 2016, 05:35:26 am
Does this coexist with LNP and any graphics pack?
Title: Re: Forgotten Realms Direforged 2.0B
Post by: GoblinCookie on March 13, 2016, 07:46:57 am
Does this coexist with LNP and any graphics pack?

Probably (never tested) but I do not think that the new creatures will have special creature graphics but will use the default graphics.  One strange thing that might happen though is that nymphs will show up as being satyrs because they are considered to be two castes of the same creature and hence the graphics pack will depict them as satyrs.  I have not removed any vanilla creatures as far as I know, while plenty of modifications were made none of them should affect graphics packs.
Title: Re: Forgotten Realms Direforged 2.0C
Post by: GoblinCookie on March 13, 2016, 03:24:54 pm
I have now got to work on adding in gnomes, the rock gnome creature is up and running along with it's lantan gnome clone (lantan gnomes *are* rock gnomes really but there is no way to make the entity differences stand out without a different creature).  I as usual noticed a number of irritations in version 2.0B during play, also bat people managed to escape the entity cull, these have now been fixed.  There may be a 2.0C or not depending upon whether more bugs are spotted or whether the next version is released before 2.1 is and raw changes are involved in it.  The new raw files can simply be copy-pasted over existing files but bat people entities will not vanish if they already exist in a world.
Title: Re: Forgotten Realms Direforged 2.0D
Post by: GoblinCookie on March 15, 2016, 06:21:18 am
While trying to rescue kids from a golem infested dire goblin fortress the dread linnorm that was in the process of being overthrown by a rebellion (a juggernaut eventually managed to snuff his/her life out) managed to cast weakness on everybody in the whole fortress, including me.  I thus tracked down a major bug in the D&D pack, the interaction names are different between creature level and the core interaction in the interactions file.  To put it simply, the game was registering two targets, target A & D, the second of which had no limiting criteria with the effect that every onloaded creature was being targeted by the interaction.  By looking through the file I discovered that the same problem effected a large number of other interactions, Deboche having failed to change the Cs in the files to the A target name, so I changed all the core interactions to use C target name. 

I will not probably be releasing another subrelease owing to my having been killed and hence not being distracted anymore from gnoming by actual gameplay.  This leaves us with the question, will gnomes be out before Siege of Dragonspear is released (31st March)?  ;) :) 8)
Title: Re: Forgotten Realms Direforged 1.7
Post by: Rekov on March 19, 2016, 02:04:13 am

The creature adding plans are to add Gnomes, Dwarves, Elves and Humans in that order.  These will be released in bundles, the 'non-evil' creatures form a group of entities opposed to the evil versions of those things and a collection of other creatures, mostly evil as well; the situation is to end up with equal numbers of these non-core races to match up against the core races.  Creatures from Direforged or D&D do not count in this scheme, so the present pack works out as 4-4 with Lightfoot/Strongheart/Ghostwise/Fey VS Fomorian/Goblinoid/Xvart/Tasloi; future race expansion packs are supposed to work on the same basis.

This sounds really cool. I'm excited for the elves to get in, but I suppose I'll be waiting a little while :D.

Are all of these different races going to be playable? And how different are they all going to be?
Title: Re: Forgotten Realms Direforged 1.7
Post by: GoblinCookie on March 20, 2016, 08:16:41 am
This sounds really cool. I'm excited for the elves to get in, but I suppose I'll be waiting a little while :D.

Are all of these different races going to be playable? And how different are they all going to be?

They are all too different and that is a problem.   ;)

To put it another way making something playable is a major commitment.  The game engine guarantees that a playable civilization will be generated, which means that the moment that you make something other than vanilla dwarves playable then you run an ever increasing risk of having no dwarves in the world and hence you want those playable civilizations to be up to scratch inherantly.  There are also a huge number of mechanical difficulties, these difficulties mean for instance that any giants are going to be unplayable since the game does not scale well; with giants we have giant size items and hence you will end up with several dozen bars to make one pick for instance.  Not to mention how unbalancing it is to produce 1 cloth piece cloaks which are thick enough to pretty much provide a level of protection against most creatures weapons equivilant to a full suit of armour for smaller creatures.  It is fortunate indeed that d&d giants are not fans of large amounts of clothing or else we would be in trouble :). 

Smaller creatures are a different matter, smaller creatures are generally harder to play than larger creatures but enjoy cheaper item costs.  They are however a mighty problem in adventure mode because of all those hardcoded items that cannot be scaled down by modding; you could say that large creatures are a fortress mode problem while small ones are an adventure mode problem.  Assuming that they path properly in fortress mode, flying creatures are out because nothing can dig their way through walls yet, meaning that basically flying creatures are totally over-powered since they can place all their living quarters out of reach to all invaders.  To recap then playability is rather determined by the following set of questions.

1. Is the creature substantially larger than human size?
2. Is the creature able to fly?
3. Can the creature have a fully developed government system without breaking with lore?
4. Does the creature rarely ever see the sunlight?
5. Does the creature have a society that can be adequately represented given the presently implemented mechanics? 

The last question is far more subtle than the other questions to answer.  The basic problem is that everybody in DF presently lives in Communist Utopia/Communist totalitarian dystopia depending upon the player's skill and level of morals.  In relationship to the vanilla creatures this is a non-problem since there is no body of lore to establish that they live in any other kind of society but for the D&D creatures it is a problem; particularly for the evil ones.  The vanilla goblins can simply live in Communist totalitarian dystopia where the player deliberately plays without regard for the welfare of his goblins, but all the baddies in D&D are pretty much all either living in organised societies built on slave labour or in quasi-anarchical or anarchical bands; neither of which can be represented by present game mechanics.

That said, two kinds of gnomes the rock gnomes and lantan gnomes are set to be playable next release.  The present game mechanics do gnomes very well since the latest major release is pretty much gnome heaven with all it's libraries and discoveries we now basically have everything we need to represent gnomic society in DF terms.  D&D dwarves are not ever going to be a problem since Our Dwarves are all the Same (http://tvtropes.org/pmwiki/pmwiki.php/Main/OurDwarvesAreAllTheSame) :).  Halflings are waiting for the arrival of proper meals and fortress mode festivals since at the moment everything is too serious for halflings.  Elves I am not too sure about, playable elves should probably wait until greater options exists for automation of production since it does not befit them to simply sit around the place waiting for the elf boss to give them work.  Humans are variable depending upon the nation, the centralised/collectivist nations like Neverwinter would be playable right as things are, anarchistic nations like Luskan will be unplayable forever probably, maritime nations like Baldur's Gate would obviously need ships, money-worshipping crime ridden dystopias like Amn will need Capitalism :o and magical nations like Haluua will need a fully developed system of magical research.
Title: Re: Forgotten Realms Direforged 2.0D
Post by: Rekov on March 20, 2016, 06:43:53 pm
Thanks for the in depth and thought out reply! It's certainly a lot to think about, and I appreciate being able to learn some of the thought process going into this mod.
Title: Re: Forgotten Realms Direforged 2.0D
Post by: GoblinCookie on March 26, 2016, 03:30:11 pm
I had not expected to have to release a 2.0E but I found a pretty nasty bug while playing with my new lantan gnomes fortress.  It seems I have somehow overwritten the reactions file with the vanilla one, meaning that leather cannot be made properly since all skin counts as a glob not as a body part  :-[ :-[ :-[.  It should not be too long before next release but I could not bring myself to leave a bug of this magnitude out there any longer than neccessery. 

Simply overwrite any old save games reaction_other with the new version.
Title: Re: Forgotten Realms Direforged 2.1A
Post by: GoblinCookie on March 30, 2016, 10:30:20 am
This is it at last, I did beat Siege of Dragonspear by a day.   8)

What this release mainly does is add in gnomes and two races of said gnomes are playable.  At the moment the gnomes are pretty basic, being basically smaller dwarves with different values and personality as far as game mechanics are concerned.  They are in no way complete, I have plans to add in aluminium smelting, guns and jelly, along with some new clothing that will be used by some other creatures than gnomes; this will have to wait however.  In the meantime however I wish to pay attention to integrating Knight Otu's latest Direforged work and integrating the rest of Deboche's creatures as well as making updates to them in line with the latest releases (basically emotion based interactions).  I also wish to do some experiments on the dark fortress creatures to see whether increasing the allowed number of historical characters per site will help offset the tendancy of the goblins in the capital city to be replaced by the populations of stolen people.
Title: Re: Forgotten Realms Direforged 2.1B
Post by: GoblinCookie on March 31, 2016, 02:22:33 pm
I discovered that hobgoblins did not have names due to a missing entity token, this has now been fixed.  Unfortunately there is no way to add names into old save files since entities do not use the raw files once genned.
Title: Re: Forgotten Realms Direforged 2.1C
Post by: GoblinCookie on April 06, 2016, 11:16:46 am
There were too many militia captains in playable civilizations I decided.  I realised however that I could restrict the militia captains to major sites which would leave minor sites with just the commander and hence there would not be the situation where there is excessive numbers of pointless militia captains lying about the place but only an acceptable number in major sites; the minor sites would only have a single squad guarding them (if this were fortress mode) while larger sites which are more valuable have a full set of militia captains because since a surprise attack on those locations would actually accomplish something they need a more extensive army to guard them. 

I spent a fair deal of time trying to test out a new scheme in order to ensure that there will be some number of the babysnatchers main race will actually remain in the capital.  It seems that babysnatchers are not assigned based upon the total number of historical characters that choose to become babysnatchers.  Instead the babies are first snatched and then a babysnatcher is created/found in order to take responsibility for the snatching.  This means that counterintuitively the way to reduce the instances of babysnatcher races being ethnically cleansed from their own captial by their own slaves is to increase the total number of historical characters in the babysnatcher race. 

I think (but am not sure having an insufficiant sample size and an inability to generate completely identical histories even from the same history seed) that the problem is that the total number of historical characters is capped for each site but that stolen babies are all historical characters and get chucked into the site until it overloads the 120 historical character limit.  This prevents the local historical characters from reproducing while non-historical characters are increased/replaced based upon the breakdown of the historical characters in the site, so if the original say goblin population gets killed off but there are no goblin historical characters left in a site then no new non-historical goblins will be created.  By making the total number of historical characters essentially infinite then the heap of historical characters being thrown at the central fortress does not keep the local goblin historical characters from being able to reproduce when there are available historical character slots at a global level.  When Toady One gets round to fixing the chat worthyness bug, the situation will be able to better because the positions will soak up historical characters from elsewhere given that the snatched babies are not allowed to take them. 
Title: Re: Forgotten Realms Direforged 2.1D
Post by: GoblinCookie on April 09, 2016, 09:15:30 am
Relased 2.1D in order to fix a minor bug concerning the creatures in the goblin entity file other than goblins.  They all have properly sized daggers now.
Title: Re: Forgotten Realms Direforged 2.1D
Post by: Rekov on April 13, 2016, 12:52:13 pm
I've been thinking about what you wrote a little ways back, especially this bit:
Quote
4. Does the creature rarely ever see the sunlight?
5. Does the creature have a society that can be adequately represented given the presently implemented mechanics? 

It occurred to me that drow could probably be fairly easily implemented in DF. Rhenaya had a pretty neat drow mod many years and versions of DF ago. As I recall, she had different weapons, spider themed pets, different noble positions, most of which required a female, and some draft animals.

I imagine with the current day DF, their emotions/needs/sexuality could be tweaked a bit to make them a little more distinct from dwarves. That's the real issue with the drow, I think, is making them sufficiently different from dwarves to be an interesting and unique play style.
Title: Re: Forgotten Realms Direforged 2.1E
Post by: GoblinCookie on April 13, 2016, 03:52:56 pm
While playing the Last Dwarves I realised that the expedition leader does not have the accounting responsibility (aka the bookeeper), this has now been rectified.

I've been thinking about what you wrote a little ways back, especially this bit:
Quote
4. Does the creature rarely ever see the sunlight?
5. Does the creature have a society that can be adequately represented given the presently implemented mechanics? 

It occurred to me that drow could probably be fairly easily implemented in DF. Rhenaya had a pretty neat drow mod many years and versions of DF ago. As I recall, she had different weapons, spider themed pets, different noble positions, most of which required a female, and some draft animals.

I imagine with the current day DF, their emotions/needs/sexuality could be tweaked a bit to make them a little more distinct from dwarves. That's the real issue with the drow, I think, is making them sufficiently different from dwarves to be an interesting and unique play style.

I can conjure up a drow personality, a drow value set, a drow set of ethics, a drow government and so on.  I cannot however conjure up a playable drow society because the mechanics simply do not exist for it, a drow society is essentially based upon slavery but there are no mechanics for slavery in fortress mode and barely mechanics in adventure mode.  The closest you can get to it is to have a slave caste that exists but is disqualified from all positions, but then a large portion of the children of the elite randomly get assigned to be slaves when really they should not.  Slavery (or something similar enough to be usable) may well be coming along with the fortress starting scenarios so that problem may be solvable in the long run.

The real problem is problem 4, the subterranean problem.  If you embark you will end up on the surface digging down, which is fine enough for dwarves or gnomes; but a drow embark should start in one of the cavern layers.  Once it becomes possible to embark in the caverns then one of the hurdles to having playable drow would be gone even if I cannot make it compulsary.  There is a major problem with subterranean civilizations because there are only two truly subterranean sites, the cave and the mountain halls.  I thought earlier that it might be possible to restrict a fortress civilization to mountains; hence forcing them to build nothing but fortresses and mountain halls. 

This was to be the model for drow, duerger and derro, but when I tried to implement with derro I found that a fortress cannot build a second fortress without having hillocks nearby and a fortress civilization cannot build mountain halls except along tunnels between fortresses (I knew that already).  As a result I was ultimately forced to abandon my plans for the derro and make them a cave civilization with a twin layer linked entity, the same appears to be what is coming for the drow sadly.  So you will be able to encounter drow wandering about the caverns and you will be able to find drow cave sites, which means you will be able to trade with them if they did not get cleaned out during world-gen. 
Title: Re: Forgotten Realms Direforged 2.1E
Post by: Rekov on April 13, 2016, 05:44:00 pm
Toady did say he was planning on doing cavern embarks at some point. It was in the lsat Future of the Fortress reply, actually.
Quote
It's much more likely to happen when we get to the deep dwarf trade from the edge of the underground layers (probably with the firstish embark scenario release).  We're certainly planning to have a cavern start scenario, though it is very hard to say now what will be in the first batch since there are so many options.

That does look to be a ways out, though. Slavery does sound like it'd be a vital and necessary mechanic of that kind of thing, though.

I suppose that gives me some time to finish off the tileset I've been working on. I really have very little skill at this pixel art stuff.
(https://i.sli.mg/Iaz69E.png)

Title: Re: Forgotten Realms Direforged 2.1E
Post by: Pvt. Pirate on April 13, 2016, 05:47:06 pm
well, drow don't necessarily only carve into the rocks, they also wander the underground and even wage war on surface civilizations, so settling them to the caves and the underground would sound fair enough.
but creating the society with all its matriarchy and slavery will be a hard to solve necessity.
Title: Re: Forgotten Realms Direforged 2.1E
Post by: GoblinCookie on April 14, 2016, 02:18:24 pm
Toady did say he was planning on doing cavern embarks at some point. It was in the lsat Future of the Fortress reply, actually.
Quote
It's much more likely to happen when we get to the deep dwarf trade from the edge of the underground layers (probably with the firstish embark scenario release).  We're certainly planning to have a cavern start scenario, though it is very hard to say now what will be in the first batch since there are so many options.

That does look to be a ways out, though. Slavery does sound like it'd be a vital and necessary mechanic of that kind of thing, though.

I suppose that gives me some time to finish off the tileset I've been working on. I really have very little skill at this pixel art stuff.
(https://i.sli.mg/Iaz69E.png)

Your drow tileset looks pretty fine to me, though I was more looking for something along the lines of Gemset (http://www.bay12forums.com/smf/index.php?topic=150753.0) for when I finally get round to graphics (aka a long time in the future).  Basically I intend to take the existing graphics for the existing creatures and then make my own, I do not however intend to ever use graphics for inanimate objects, I like the gemset look along the lines of this image (https://www.google.co.uk/search?q=gemset+dwarf+fortress&newwindow=1&safe=active&tbm=isch&imgil=H0dADhpAdyUzLM%253A%253BPOoK_d1qKiPAXM%253Bhttp%25253A%25252F%25252Fwww.bay12forums.com%25252Fsmf%25252Findex.php%25253Ftopic%2525253D150753.0&source=iu&pf=m&fir=H0dADhpAdyUzLM%253A%252CPOoK_d1qKiPAXM%252C_&usg=__3HtPtc_1PiLJvwVWaG5xNJq7Rb8%3D&biw=1920&bih=940&ved=0ahUKEwjvg6Ll547MAhXDPg8KHYFSCeIQyjcIJg&ei=c-gPV6_-DsP9PIGlpZAO#imgrc=H0dADhpAdyUzLM%3A) where the background is ASCII but the creatures are graphics. 

well, drow don't necessarily only carve into the rocks, they also wander the underground and even wage war on surface civilizations, so settling them to the caves and the underground would sound fair enough.
but creating the society with all its matriarchy and slavery will be a hard to solve necessity.

Creating the society is only a problem due to the lack of slavery, once that is in the society problem is fixed for good; drow matriarchy is a doddle to represent since all I have to do is add an all female priestess caste and restrict the key positions to it.  The cavern embark thing is an absolute must however, while the drow do sometimes wage war on surface civilizations they do so in order to capture fresh slaves for their own underground society not because they actually wish to establish themselves as a surface power.  If drow did decide to become a surface power they would not build dwarf fortresses but would probably build what would in DF terms be considered towns. 

Drow do not carve the rocks much though, in DF terms they pretty much wall off cavern section and then wall off more cavern sections as they expand.  That is why we need an underground embark in order to justify making them playable, because it would not be an accurate reflection of society society to have them cross the surface world in a wagon order to then carve themselves a city out of a mountain, even if I could give them a 40-70% slave population.  They essentially have to start in a caverns and then wall themselves them off to create themselves a safe home. 
Title: Re: Forgotten Realms Direforged 2.1E
Post by: Pvt. Pirate on April 14, 2016, 07:23:19 pm
all i know about the drow is pretty much from D&D PC games:
-Baldur'sGate I+II
-Icewinddale I+II
-Neverwinter Nights

walling off caverns or cavern sections is true, but they then build houses inside those giant caverns, instead of carving them into the cavern walls.

in all of their society males are worth less than females. you'll barely ever see a drow male as a militia captain or any other high rank at all.
daughters kill their mother to gain her position/title.
i don't know hw well that will go with the (current) DF mechanics.
Title: Re: Forgotten Realms Direforged 2.1E
Post by: Rekov on April 14, 2016, 08:01:22 pm
in all of their society males are worth less than females. you'll barely ever see a drow male as a militia captain or any other high rank at all.
daughters kill their mother to gain her position/title.
i don't know hw well that will go with the (current) DF mechanics.
Not necessarily. They are undoubtedly matriarchal, and they have firmly defined gender roles. There are a few traditional male positions of influence.

Wizards are almost exclusively male, as it is considered beneath a female to practice arcane magic. Drow women go into the priesthood instead.

Also, the house weapon master is traditionally male.

Title: Re: Forgotten Realms Direforged 2.1E
Post by: Pvt. Pirate on April 15, 2016, 05:11:51 am
*i bow before your mighty knowledge*
does this mean you have to create a male exclusive caste for arcanes and those specific roles and other female exclusive castes for the other roles?
making them babysnatchers could be a way of achieving slavery when creating a worker-caste for all non-drow.
Title: Re: Forgotten Realms Direforged 2.1E
Post by: GoblinCookie on April 15, 2016, 05:55:57 am
*i bow before your mighty knowledge*
does this mean you have to create a male exclusive caste for arcanes and those specific roles and other female exclusive castes for the other roles?
making them babysnatchers could be a way of achieving slavery when creating a worker-caste for all non-drow.

Arcanes are not in DF terms a position, more an occupation; how Toady One will actually implement it remains to be seen.  Since magic has yet to be implemented as a field of study what I would do is add in a male caste of wizards and a female caste of priestesses, giving them magical powers through inherant interaction tokens; then I would restrict the top civilian positions to priestesses and make the military positions open to drow of any caste. 

Babysnatcher will not work for two reasons, the first of these is that babysnatcher does not function properly in non-dark fortress sites because there needs to be a dark fortress dungeon in order to actually put the children in, otherwise they show up as being in the site but will not actually be placed.  The second is that the stolen population always ends up in the capital which means that all the other sites will not have any slaves if we use babysnatcher.  Since drow will have pro-slavery ethics they will end up with slaves in the course of world-gen but there are presently no slave populations in general, only slave historical characters, meaning that slavery is entirely marginal; probably Toady One will fix this problem at some point probably when he establishes hopefully raw defined classes as part of the starting scenarios release. 

The biggest problem with playable is that in the sense that the mechanics are implemented in a dwarf-centric manner; it all hinges on how flexible the prisoner mechanics and status is going to be.  On another angle, if Toady One adds in hereditery castes then slaves would do nicely as such a caste, as I can add in a slave caste that is disqualified from all positions in all society that believe in slavery (not just drow).
Title: Re: Forgotten Realms Direforged 2.1E
Post by: Pvt. Pirate on April 18, 2016, 07:05:59 am
i almost wrote "heretic" :D i mean hereditary family names, noble positions and maybe even visual treats would be the key to a lot of such problems. with every (sentient) being standing somewhere in a tree of where they derived from, one could even manage them getting artifact weapons and armor etc from their parents after their demise FUN.
Title: Re: Forgotten Realms Direforged 2.1E
Post by: GoblinCookie on April 18, 2016, 05:28:47 pm
i almost wrote "heretic" :D i mean hereditary family names, noble positions and maybe even visual treats would be the key to a lot of such problems. with every (sentient) being standing somewhere in a tree of where they derived from, one could even manage them getting artifact weapons and armor etc from their parents after their demise FUN.

Time to pour a bit of cold water on this stuff.  Pretty much every character in the game is related to pretty much every other character, within a site for certain and even at a civilization level as characters move around.  This is a function of the small initial size of the population, the rapid increase in that population and the small amount of time that in most cases passes between Year 0 and the end of world generation, pretty much everybody is royalty basically.

If I was to add drow then whole site would be the holdings of a single holding with everybody other than the slaves which would ideally be numerous would be members of the great house.  There would be a special sorcerer caste for males (cannot do wizards yet) and a priestess caste for males, both of them having inherant interactions to ape magical powers.  The top positions in the government would be restricted to the priestess caste but would also be hereditery, so the matron mother position will go to one of random priestess daughters she manages to produce (castes are non-hereditery) if not then to a random other priestess in the same site. 

Drow society is actually pretty simple, there are only really three groups, the priestesses who are in charge, the slaves who are there to do the menial work (this includes being tortured for amusement ;)) and then there is everybody else, male sorcerers/wizards are in the everybody else category as far as status is concerned.  One issue I can think of is the need to exclude members of the priestess caste from having slave status if her parents are slaves, it does not really make sense to have enslaved priestesses about the place, though one could end up with a drow of slave background becoming a priestess. 
Title: Re: Forgotten Realms Direforged 2.1F
Post by: GoblinCookie on May 13, 2016, 09:01:25 am
I have released a new version of this mod solely to integrate the latest file changes for 0.43.02.  I have not so far developed this mod, thanks to the distracting power of Siege of Dragonspear and Baldur's Gate in general :) but I hope to get 2.2A out by the Monday after next, if not this Monday.  As already mentioned, the key focus of the next development is to integrate the latest version of Direforged into the mod, which includes the skyhak race; the present integrated version is now rather outdated.
Title: Re: Forgotten Realms Direforged 2.2A
Post by: GoblinCookie on May 23, 2016, 04:12:40 pm
I have brought out 2.2A when I hoped I would, integrating the latest Direforged content.  The major part of the work was going through the files to standardize the predator skills, the situation had become inconsistent because I was afraid that animal people would inherit those unarmed skills from their base creature, turns out the simple solution is simply to have the animal people creature variations automatically remove all unarmed skills; apparently this works. 

Next up is to integrate and update Deboche's D&D content pack content fully; the next stage after that is to finally polish off the gnomes and a few other creatures before I get down to business with dwarves.
Title: Re: Forgotten Realms Direforged 2.2B
Post by: GoblinCookie on May 30, 2016, 08:17:10 am
Finally got around to making a bug fixing subrelease for this mod.  I fixed a number of reactions in the wanderer file to be better and more consistant as well as fixing toads and giant toads so that male creatures are not referred to as female creatures.
Title: Re: Forgotten Realms Direforged 2.2C
Post by: GoblinCookie on June 21, 2016, 05:29:12 am
Updated mod to 0.43.04, however I was unable to locate the paper slurry material that Toady One fixed, I am guessing that it is hardcoded and does not appear in raws.
Title: Re: Forgotten Realms Direforged 2.2C
Post by: GoblinCookie on August 02, 2016, 01:20:50 pm
I am glad to have finally finished this update, it took me far, far longer than I had expected :).  What this update does mainly is integrate most the creatures from D&D content pack that did not make it and fixed up a few more entities for the more advanced of them.  The next update is a more relaxed affair, I intend to polish up the various existing entities, particularly the gnomes before getting on with the addition of D&D dwarves to the game.
Title: Re: Forgotten Realms Direforged 2.3B
Post by: GoblinCookie on August 03, 2016, 11:32:35 am
As ever a bug or two manages to find it's way through preliminary testing, in this case it was that I had mistakenly given the githzerai entity the githyanki creature rather than the githzerai one.
Title: Re: Forgotten Realms Direforged 2.3B
Post by: tiff on August 07, 2016, 01:43:29 pm
Found a bug: Something in the dnd_humanoid file causes the game to crash upon attempting to play. I can gen a world just fine but it just won't play. Sometimes it doesn't crash though?

I narrowed it down to removing the dnd_humanoid file preventing crashes.

Error log is just full of "Impoverished Word Selector"
Title: Re: Forgotten Realms Direforged 2.3B
Post by: GoblinCookie on August 09, 2016, 11:08:57 am
Found a bug: Something in the dnd_humanoid file causes the game to crash upon attempting to play. I can gen a world just fine but it just won't play. Sometimes it doesn't crash though?

I narrowed it down to removing the dnd_humanoid file preventing crashes.

Error log is just full of "Impoverished Word Selector"

Thanks, I will look through that file to see what is up.  This is the bug that causes things to crash when loading the raw files, specifically when it is loading creatures?  I have experienced that bug, thought it was a function of having added in more creatures in the latest release than the game was meant to handle, glad to know it is not. 
Title: Re: Forgotten Realms Direforged 2.3C
Post by: GoblinCookie on August 09, 2016, 03:22:40 pm
Thanks to the good work of tiff I have now fixed the problem that was causing all the crashes.  There was nothing wrong with what was actually written in the file, this is why the errorlog did not show anything up.  The actual file *itself* was corrupt and by laborious trawling through each of the creatures in the file I determined that the githzerai creature was corrupt, or rather the date corruption *in* the file was located at that point.  I think I can see what has happened here, both githzerai and githyanki entities are layer linked and both were mistakenly using the same entity file prior to 2.3B, however the game does not really appreciate having two layer-linked entities with the same creature.  That is because it creates the creature as a wild animal and then superimposes the entities onto the wild animal groups I think.  This caused it to leave gibberish behind in the file, a kind of accidental virus I guess and the infected file was then passed on to everyone else. 
Title: Re: Forgotten Realms Direforged 2.3C
Post by: tiff on August 10, 2016, 05:43:52 am
Hooray! I'm useful!

That explains why sequentially removing creatures from the file (or even leaving it blank) had no effect. I was pulling my hair out trying to figure out which was the culprit. Love this mod; worth the frustration!
Title: Re: Forgotten Realms Direforged 2.3C
Post by: Malakor on August 10, 2016, 06:25:51 am
So i got DF Vanilla 43.05 fresh for this, copy-pasted the Mod-files into the folder.
Then i tried to start DF, FATAL ERROR:
Main index file missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed into its folders properly.

Now i have searched for this mysterious "index" file and found it in the data folder.
Dunno what is wrong.
Any suggestions?
Title: Re: Forgotten Realms Direforged 2.3C
Post by: GoblinCookie on August 10, 2016, 06:44:50 am
So i got DF Vanilla 43.05 fresh for this, copy-pasted the Mod-files into the folder.
Then i tried to start DF, FATAL ERROR:
Main index file missing/corrupted. The file "index" must be in the "data" folder. Make sure DF decompressed into its folders properly.

Now i have searched for this mysterious "index" file and found it in the data folder.
Dunno what is wrong.
Any suggestions?

That problem has nothing to do with the mod.  It is caused by copy pasting the DF-exe file without also copy-pasting the index file as well for that exe, you need to overwrite the index file in your folder with the index file from your zip file. 
Title: Re: Forgotten Realms Direforged 2.3C
Post by: Malakor on August 10, 2016, 06:51:46 am
So if i unzip vanilla df into a new folder, then apply the mod via unzipping it into the df folder and overwrite existing files, it should work?

EDIT:
Did that and same error.
The vanilla version only worked fine.
Does the mod still work if i overwrite it with the vanilla index file?
Title: Re: Forgotten Realms Direforged 2.3C
Post by: GoblinCookie on August 10, 2016, 11:18:18 am
So if i unzip vanilla df into a new folder, then apply the mod via unzipping it into the df folder and overwrite existing files, it should work?

EDIT:
Did that and same error.
The vanilla version only worked fine.
Does the mod still work if i overwrite it with the vanilla index file?

Aha, delete the mods index file first, it is not supposed to *have* an index file at all; it seems to have sneaked into the data folder accidentally.  The index file will be from an older version of DF, you overwrote the newer index file with the mod's older one, hence the problem. 
Title: Re: Forgotten Realms Direforged 2.3D
Post by: GoblinCookie on August 10, 2016, 11:37:23 am
Thanks to Malakor's issues I have released a new sub-release that now lacks the index file and all other superfluous vanilla files as well.  I will try to be more careful not to accidentally add in vanilla files that should not be there in future.
Title: Re: Forgotten Realms Direforged 2.3D
Post by: Malakor on August 10, 2016, 06:49:17 pm
Thanks for the quick fix!
Trying it out now with the Lazy Windoze Pack (PyLNP)!
First going for adventure and then Fort mode.
If i encounter any problems/bugs, i will post it here and try to be as detailed as possible.

Greetings,
Malakor
Title: Re: Forgotten Realms Direforged 2.4A
Post by: GoblinCookie on August 30, 2016, 03:55:11 pm
This is this then, version 2.4A.  The number of bugs I ran across while trawling through the various creatures to add in new creature class tokens as part of making gnome-blight affect all gnomes in the game and not just vanilla gnomes was quite staggering but now they are all gone I hope.  Adamantine smelting is now restricted to a small number of entities while the value of the raw adamantine has been reduced to that of silver bars since it is not that useful to most folks, but it is still very hard so would make a pretty good gate or wall to a fortification even if you could not smelt it.  The AI can now use the stuff potentially as well since I removed [DEEP_SPECIAL] token, since I could never grasp why nobody else seems to use adamantium when there are strand extractors among the migrant waves. 

As promised I added new stuff to the new gnomes to distinguish them from the vanilla dwarves and gnomes, most significant being the guns I added to lantan gnomes.  They were downsized so are less powerful than the guns in the Black Powder mod, but still pack a punch.  Mercury is now a thing in the game and is naturally used to make felt since a whole society of gnomic mad hatters is a cool idea indeed ;).  They also get to make gelatin out of cartilage and also get to wear party hats, so the mercury added gnomes can now have insane party involving eating a lot of jelly and parading around in felt party hats ;D.  Lastly and most boringly the lantan gnomes (and only them) get to make aluminum from bauxite on account of being too technologically advanced to make any damn sense in context. 
Title: Re: Forgotten Realms Direforged 2.4B
Post by: GoblinCookie on August 31, 2016, 10:45:31 am
It seems that the new vanilla gnome and ogre entities were not properly in the new mod because I accidentally edited the files inside the old versions folder rather than the new one.  That should be all fixed now.
Title: Re: Forgotten Realms Direforged 2.4C
Post by: GoblinCookie on September 03, 2016, 01:09:35 pm
With a new release comes happy times playing your own mod and with that comes realization of more bugs hiding in the raws.  Dullahan now actually have the ability to equip items, the reason for this was simply that they lacked the [EQUIPS] token and not anything to do with heads.  I always wanted to do something with the seriously underwhelming Fachan so I gave them natural dodging skills because lacking shields is a major weakness, especially now. 
Title: Re: Forgotten Realms Direforged 2.4C
Post by: Dirst on September 03, 2016, 04:14:59 pm
With a new release comes happy times playing your own mod and with that comes realization of more bugs hiding in the raws.
Ah yes, that attempt to actually play the game that turns into a grinding bug hunt.

Great work on this mod's huge pile of content.
Title: Re: Forgotten Realms Direforged 2.4C
Post by: GoblinCookie on September 05, 2016, 05:29:59 am
Ah yes, that attempt to actually play the game that turns into a grinding bug hunt.

Great work on this mod's huge pile of content.

Tell me about it........ ;D

While continuing to play through the game I noticed that mephits were not being properly equipped with items even though they can join civs, this I fixed pretty shortly.  Before releasing the patch however I also set out to fix something that was keeping the subterranean cleanup entities (stuff like amphibian men, troglodytes) from using the armour I added in during the previous release along with an clothing at all.  This was the missing [CLOTHING] token in those entities, one has now been added to each of the files in the entity_cleanup_fr folder. 
Title: Re: Forgotten Realms Direforged 2.4E
Post by: GoblinCookie on September 17, 2016, 11:22:43 am
Well this is likely to be the last subrelease for this release being, since with me having discovered the wonders (horrors?) of Rimworld and the people over at Last Dwarves are getting restless for another update.  Coming up next release will be the various forms of D&D dwarves and their adversaries the giants, but since the dwarves are not exactly a hard thing to pull off concept wise there will be probably be time for me to add in enchanted metals along D&D lines, so we end up with +1 iron longsword made out of +1 iron which is made out of regular iron using some kind of reaction that happens at an enchanted smelter.  The old DF dwarves which are referred to as mountain dwarves already will not access to this technology, but the new dwarves will not have the ability to smelt adamantium, so this will balance the two. Rock/Lantan Gnomes will of course have both technologies since if there is a technology anyway they will have managed to steal it or replicate it; beyond that I think that D&D elves should have +? metal technology for sure with the more magically orientated human nations having that technology as well.  It will interesting to see how it plays out when we have the actual magical items in the vanilla game. 
Title: Re: Forgotten Realms Direforged 2.4F
Post by: GoblinCookie on October 03, 2016, 06:55:31 am
Owing to a chronic case of Rimworld addiction  8) :-[, progress on 2.5 with it's dwarves is stalled.  I did however spot a bug with peacocks while playing Last Dwarves and have also decided to revert to the vanilla firearms bullets, which are edged weapons.  So here is 2.4F, which I did not expect to be releasing.
Title: Re: Forgotten Realms Direforged 2.4G
Post by: GoblinCookie on October 05, 2016, 09:02:54 am
Here comes another subrelease that was not supposed to happen.  When I updated Last Dwarves raw files in the savegame raw folder all my visitors all started to stop doing anything other than toppling statues and smashing doors.  It turns up that I was correct to have removed [BUILDING_DESTROYER] the first time round, there is an AI bug in the game that causing visitors to stop normal functioning and start wrecking things for no reason.  The good thing is that this problem is entirely fixable in old saves, all you have to do is overwrite the creature files and everything will be fixed, this is a good news for the Last Dwarves story since I have done that already.
Title: Re: Forgotten Realms Direforged 2.4G
Post by: GoblinCookie on February 20, 2017, 06:40:22 am
This mod is *not* abandoned.  I have just been having a very hard time making the next version, running into bugs and file corruption seemingly constantly and spending an inordinate amount of time trying and failing to fix them.  I have been forced to fall back onto 2.4, getting rid of much of the progress I have made so far since it seems that file corruption is pretty much overrun everything I have done so far in several months.  Well actually hopefully not everything, I will in a set of calculated risks back-copy certain auxiliary content that I hope is less likely to be corrupted than the core entity files which are all going to have to be recreated from scratch. 
Title: Re: Forgotten Realms Direforged 2.5A
Post by: GoblinCookie on March 12, 2017, 03:47:52 pm
So here we are at long last, version 2.5. I went through what felt like coding hell with endless bugs and file corruption to get here but we are here.   :D :D :D 8) 8) 8)

Basically what this mostly does is adds dwarves of the D&D/Forgotten variety to the game.  While a few of these dwarves are rather similar to Toady One's existing dwarves but a lot are not, that however is a good thing since it allows them to be easily made playable. The more advanced among these dwarves have access to +1/2/3/4/5 metals as do certain existing creatures, but the vanilla dwarves do not have this ability at all, but in converse they can extract adamantine strands which the new dwarves cannot do. The only folks that can make both adamantine weapons and enchanted ones are rock gnomes/lantan gnomes because they basically filch every tech they can from everyone if it is at all feasible.

Also what this mod release also does is add in extra problematic fellows known as giants.  They are playable in adventure mode but at the moment this is the equivalent of playing story mode in most games, as the game presently understands only the benefits of being 26 feet tall but none of the drawbacks (needing extra food or drink, turning to pulp after a short fall, not being able to squeeze into small crevices).  To make playing a giant more challenging I have increased the size of vanilla giants to be more king kong sized to present a greater challenge to giant adventurers.  Since the smaller giants I added are about the size of vanilla giants uncuriously enough this leaves players in the unedifying position of being invadable by whole armies of giants, but we have magical weapons now to kill them with and life is cheap in DF.  More of a problem is that the game does not understand how much giants eat in worldgen, so the more advanced giants that have farming (cloud and storm giants) are pretty out of control biomass wise; but not much I can do without breaking radically with lore.

The immediate future plans are *not* to get to work making elves.  I do not wish to follow frankly in the devs footsteps, rushing into making a ton of new content while leaving behind me a whole ton of unpolished, buggy and half-baked content behind me. Law of diminishing returns means that adding elves would add less value to the mod than polishing the existing content, so the idea is for 2.6 to be a generic miscellaneous release based upon improving existing content, creatures and entities mostly.  One idea however I had is to add evolutionary ancestors to existing native creatures, along the lines of animal people, so that will probably dominate the next release content wise.  2.7 will be definitely elves and unless Knight Otu makes a whole raft of new direforged content requiring a whole release to itself 2.8 will see the first realms human culture.  2.9 will see a batch more human cultures and finally the much longed for MANUAL!
Title: Re: Forgotten Realms Direforged 2.5A
Post by: Pvt. Pirate on March 13, 2017, 09:43:09 am
How much effort would it take to make the gnomes a real separate race instead of a "dwarf-subrace"?
Title: Re: Forgotten Realms Direforged 2.5B
Post by: GoblinCookie on March 13, 2017, 03:27:48 pm
Another day, another subrelease: as seems to happen a lot with releases.

The problem was that the bigger new giants are actually larger than even the vanilla megabeasts, let alone the semimegabeasts.  For some reason I resized the vanilla giants but forgot about those other beasties.  That was causing the Age of Legends to come far earlier than it 'should' given my parameters, aka around Yr90 rather than around Yr200 if at all, because the new giant' adventurers were simply clobbering them all effortlessly.  That is fixed now, although the new megabeasts are going to be far more deadly than the original game ones (unfortunately?).
Title: Re: Forgotten Realms Direforged 2.5A
Post by: GoblinCookie on March 13, 2017, 03:28:24 pm
How much effort would it take to make the gnomes a real separate race instead of a "dwarf-subrace"?

 :-\ :-\  :-\ What do you mean by that?  :-\ :-\ :-\
Title: Re: Forgotten Realms Direforged 2.5A
Post by: Pvt. Pirate on March 13, 2017, 06:45:51 pm
How much effort would it take to make the gnomes a real separate race instead of a "dwarf-subrace"?

 :-\ :-\  :-\ What do you mean by that?  :-\ :-\ :-\
in one of the older notes it said the gnomes were just some subfamily of dwarves so you couldn't know which you played without using legends mode to find out beforehand and then chosing the correct clan.
maybe you got that fixed already and it just never got changed in the releasenotes.
Title: Re: Forgotten Realms Direforged 2.5A
Post by: GoblinCookie on March 14, 2017, 10:51:51 am
in one of the older notes it said the gnomes were just some subfamily of dwarves so you couldn't know which you played without using legends mode to find out beforehand and then chosing the correct clan.
maybe you got that fixed already and it just never got changed in the releasenotes.

Lots of things that get fixed do not get mentioned in releasenotes because I have a poor memory and forget things constantly.

I think you are talking about mountain gnomes (the vanilla ones) and I did say that because at one point I simply copied the vanilla dwarf entity and changed it to use mountain gnomes. That was in early days when I modified all the weapons to have no minimum size requirements so that mountain gnomes would work.  Mountain gnomes are now far more distinct, with their own weapons sized for their use and their own name list.  They use the same positions as the dwarves do but have changed them to fit their far more egalitarian and democratic nature, basically they have no land holder positions, no hammerers because they have no death penalty and their kings are elected rather than hereditary.  Also nobody has any special room requirements because they are basically not into to personally owning stuff.
Title: Re: Forgotten Realms Direforged 2.5B
Post by: Pvt. Pirate on March 14, 2017, 05:41:32 pm
cool, now i only need to get this working correctly with deactivated aquifers and some graphic options...
Title: Re: Forgotten Realms Direforged 2.5A
Post by: Rekov on March 15, 2017, 12:43:48 pm
The immediate future plans are *not* to get to work making elves.
At first I was like  :'( :'( :'( :'(

2.7 will be definitely elves
But then, I was more like  :-\ ??? :)

cool, now i only need to get this working correctly with deactivated aquifers and some graphic options...
You could probably drop this mod's raws into the LNP or something like it to get you some base line graphics. There are tilesets for gnomes, elves, etc out there, a lot of them thanks to Meph's MW mod, but I couldn't say whether they'd be compatible.

As for the aquifers, all you'd need to do is delete the aquifer tags from a few files for the various stone types. Easy enough to do with a find and replace function in a standard text editor.
Title: Re: Forgotten Realms Direforged 2.5B
Post by: Pvt. Pirate on March 15, 2017, 01:33:06 pm
So i can't just drop this to the LNPreplacing the data folder and just start LNP?
My new worlds do contain the new races, but somehow most mechanics just run as usual...
i'm playing a dorfen civ btw.
Title: Re: Forgotten Realms Direforged 2.5B
Post by: GoblinCookie on March 16, 2017, 12:56:28 pm
Many apologies to all, it seems I had inadventantly made all the new giants and dwarves NAKED! The problem is that clothing requires a defined probability in the entity file in order to appear, which is unlike weaponry and as a result of this I came across naked giants.  I had earlier dismissed it as part of another bug but it was not, hence I was forced to spend some time copying :COMMON into a lot of entities over and over.  I also gave the storm giants properly sized weapons as I went.
Title: Re: Forgotten Realms Direforged 2.5D
Post by: GoblinCookie on March 16, 2017, 05:29:15 pm
I have released yet another subrelease in order to fix some bugs with giants that were showing up in the bug tracker.
Title: Re: Forgotten Realms Direforged 2.5E
Post by: GoblinCookie on March 19, 2017, 08:38:22 am
Playtesting continues to be fruitful, if frustrating.  It turned out I have failed to give the gold dwarves all the clothes they were supposed to have back in 2.5C, that is now fixed in a new subrelease.
Title: Re: Forgotten Realms Direforged 2.5F
Post by: GoblinCookie on March 19, 2017, 04:31:02 pm
I was having problem with the completion of the generations for high-end worlds, by which I was having crashes upon the completion of world generation.  I tracked the problem down (I hope) to a bug I accidentally added during renaming the vanilla minotaur to giant minotaur during this release; basically I renamed the lair hunter txt. accidentally by using the mass rename function of Notepad++.
Title: Re: Forgotten Realms Direforged 2.5F
Post by: Pvt. Pirate on March 20, 2017, 10:46:02 am
I'm unsure if i installed it properly, so here is what i have done and what i intend to do for a new install:
1. use LNP 0.43.03-r09: configure LNP and start it (at least once to check settings).
2. copy the contents from the data folder from FRDF 2.5F into the data folder from the LNP (overwriting where necessary)
3. start via the LNP launcher.

(until now i did step 2,1,3 in that order, so maybe changing the graphicset might have overwritten some of your raws...)

Title: Re: Forgotten Realms Direforged 2.5F
Post by: GoblinCookie on March 21, 2017, 12:48:45 pm
I'm unsure if i installed it properly, so here is what i have done and what i intend to do for a new install:
1. use LNP 0.43.03-r09: configure LNP and start it (at least once to check settings).
2. copy the contents from the data folder from FRDF 2.5F into the data folder from the LNP (overwriting where necessary)
3. start via the LNP launcher.

(until now i did step 2,1,3 in that order, so maybe changing the graphicset might have overwritten some of your raws...)

LNP (Lazy newb pack) changes lots of things that I also change, largely for the same reasons.  That means that if my mod overwrites something that LNP does, it might not work properly. 

In any case I have released another subrelease.  This is because work has finally begun on 2.6, however xvarts are very much in a bad way owing to how they were never very strong but their neighborhood is now very crowded, what with giants about.  I have responded by giving xvarts the ability to also settle in forest and shrubland AS a [START_BIOME] rather than before merely as a settlement biome so that they will hopefully expand better in the earlier game, making them more likely to survive to the end of world-gen.  Since this is a fix I have decided to make it a subrelease, since it might be a while until I bring out the next version.
Title: Re: Forgotten Realms Direforged 2.5G
Post by: Pvt. Pirate on March 21, 2017, 01:34:28 pm
So i should just install LNP, make seetings, install FRDF and then launch without LNP and hope that the necessary changes aren't overwritten?
i'll try that.
Title: Re: Forgotten Realms Direforged 2.5H
Post by: GoblinCookie on March 22, 2017, 04:46:34 pm
While playing I ran into an old bug that I thought I had fixed but apparently I hadn't. The vassal lord, which is the human conquered site ruler for some reason was defined as an ordinery site figure, causing it to appear in regular human sites but *not* where it was supposed to be appearing.  That is fixed now.
Title: Re: Forgotten Realms Direforged 2.5H
Post by: GoblinCookie on May 03, 2017, 02:23:25 pm
I have decided to expand the scope of the next release to include an expansion of the dictionary because the default dictionary has far too many gaps in it for my taste.  I have spent April not actually adding new words but instead recreating the whole system of word-symbols from scratch because basically I don't like the default symbol categories, since they are too imprecise in their actual meanings and the words in them are too arbitrary (plus too many words have no category at all).  If I could I would have got rid of the whole thing but there is too much hardcoding involved in the exact file names (the game crashes if you change them) so I just added a lot more extra symbol categories alongside them, enough so every word in the dictionary is in at least one.  I redid those symbols word contents and gave them a more precise meaning however.

Since no new words have actually been added yet I was able to generate a test world with the new symbol-word list.  I ultimately generated a world called the "Present Land", previous failed worlds that did not make it out of world-gen alive are the "Silent World" and the "Infinite Skies".  One the effects of the new symbol-list is that there is an increased array of words in the hardcoded symbols  for the world generator to use, so we end up with a more interesting array of world-names than vanilla allows.  The next part of the plan is to add in new worlds that are really needed for objects and things that are hardcoded into the base game, copying them from Amostubal's expanded dictionary.  Then I intend to go through the inorganics and body part files to add more words in for everything found there.  Then I will go through the creature files, simultaneously adding words for everything that needs words and making the planned changes to the creatures at the same time.  Lastly I go through the entity files, making changes and adding whatever words I wish to add at the same time.  Then release the resulting monstrosity onto the public 8) :).
Title: Re: Forgotten Realms Direforged 2.5H
Post by: Pvt. Pirate on September 05, 2017, 09:11:18 am
Is it safe to install this into preinstalled "Meph Tileset V1.4" http://www.bay12forums.com/smf/index.php?topic=161047.0 ?
Title: Re: Forgotten Realms Direforged 2.5H
Post by: GoblinCookie on September 05, 2017, 12:13:26 pm
Is it safe to install this into preinstalled "Meph Tileset V1.4" http://www.bay12forums.com/smf/index.php?topic=161047.0 ?

Yes it is quite safe, since this mod does not modify graphics HOWEVER the new content will not have any graphics for it and will appear as default.
Title: Re: Forgotten Realms Direforged 2.5H
Post by: Pvt. Pirate on September 05, 2017, 12:41:03 pm
so the huge diversity of all creatures provided by meph will just be unused?
Title: Re: Forgotten Realms Direforged 2.5H
Post by: GoblinCookie on September 06, 2017, 12:05:39 pm
so the huge diversity of all creatures provided by meph will just be unused?

The *new* creatures added by the mod will have no graphics for them.  The default creatures even if they are modified by this mod will have graphics; as I said the new content will appear as default ASCII graphics but the old vanilla content will have meph's graphics.   
Title: Re: Forgotten Realms Direforged 2.5H
Post by: Pvt. Pirate on September 06, 2017, 02:57:28 pm
okay, that should be good enough :)
Title: Re: Forgotten Realms Direforged 2.5I
Post by: GoblinCookie on September 16, 2017, 07:28:45 am
Once of my forts struck disaster when a trader brought a training spear made out of Knight Otu's DANGEROUS flarestone.  It was not supposed to appear since it is not defined as stone, but it did resulting in the destruction of a trade depot.  With this subrelease dangerous flarestone no longer exists, though regular flarestone does still exist since it is needed for a number of direforged reactions. 
Title: Re: Forgotten Realms Direforged 2.5I
Post by: tiff on October 04, 2017, 09:24:08 am
Hey, just so you know, the new buildings and reactions you've added aren't in the entities so they're not usable in fortress mode. I discovered this when merging your mod (a must have for me!!) and a few others. It looks like the magic smelter and the gun workshops. Possibly others I haven't noticed. The Direforged content appears to be integrated fine.
Title: Re: Forgotten Realms Direforged 2.5I
Post by: SQman on October 04, 2017, 04:31:50 pm
I really enjoy this mod a lot, but there are some serious problems:
-Gold Dwarves still can't make clothes for anything but upper body.
-Lantan gnomes can't tan leather, no [PERMITTED_REACTION:TAN_A_HIDE] in their entity raws.
-Trying to create a squad under the minister of defense of Lantan gnomes results in a crash, "c: create squad" instruction doesn't even appear.

I guess less feedback means more missed bugs, and this mod really doesn't get enough recognition.
Title: Re: Forgotten Realms Direforged 2.5I
Post by: GoblinCookie on October 10, 2017, 06:28:21 am
Hey, just so you know, the new buildings and reactions you've added aren't in the entities so they're not usable in fortress mode. I discovered this when merging your mod (a must have for me!!) and a few others. It looks like the magic smelter and the gun workshops. Possibly others I haven't noticed. The Direforged content appears to be integrated fine.

They are not supposed to be in the entities necessarily.  Vanilla (fortress) dwarves are not supposed to be able to for instance enchant metals, while D&D dwarves are not allowed to use adamantine weapons.  Gun workshops are only for lantan gnomes, nobody else gets them by design.

I really enjoy this mod a lot, but there are some serious problems:
-Gold Dwarves still can't make clothes for anything but upper body.
-Lantan gnomes can't tan leather, no [PERMITTED_REACTION:TAN_A_HIDE] in their entity raws.
-Trying to create a squad under the minister of defense of Lantan gnomes results in a crash, "c: create squad" instruction doesn't even appear.

I guess less feedback means more missed bugs, and this mod really doesn't get enough recognition.

I have no internet connection at home, so sorry about the delay in responding.  Those bugs you are reporting give me a sense of deja vu, I think they are bugs I noticed before and tried to fix.  In any case I will take timeout from the dictionary grind (83k lines out of 128k so far) in order to check up on the relevant files.

Lantan Gnome ministers of defense are not supposed to have squads though. 

Lack of internet connection at home is a problem, I have an out of date version of 2.5 on my memory stick, I need to go fix it at home and then upload the fixed version tomorrow.
Title: Re: Forgotten Realms Direforged 2.5J
Post by: GoblinCookie on October 11, 2017, 06:12:00 am
I have fixed various bugs and have uploaded another subrelease at 'work' lunchtime to get around my lack of a internet connection, I should have an internet connection this weekend.  The upcoming version will include an expanded dictionary that comes with an expanded set of word symbols which will be used in the entities, however this much work unfortunately should take some time, I am expecting the next release to be finished sometime November/December, I will see what I can do about the next version of the main game when it comes out which should be before the next version of this mod.
Title: Re: Forgotten Realms Direforged 2.5K
Post by: GoblinCookie on October 13, 2017, 03:38:17 pm
With the buggy mess that the new dwarf entity file appears to have been released as being the focus, I started up a gold dwarf fortress which led to a whole raft of new bugs being exposed.  These are now fixed in 2.5K subrelease.  Accidental matriarchy is now no longer the modded dwarf political system due to me using [MAKE_HUMANOID] rather than [MALE_HUMANOID] as a tag for instance :-[ :-[.
Title: Re: Forgotten Realms Direforged 2.5K
Post by: tiff on October 22, 2017, 12:36:56 pm
SEVERE bug:

Xill implantation, rather than hitting the target, hits nearly EVERY unit on the map. I thought I was gonna have to deal with my king turning but I just had a mass chestburster scenario wipe out 50+ dwarves and most of my livestock. The Xill children don't survive, either. They all bleed to death. I'm gonna revert my save and see if I can use DFHack to remove the syndrome from everything because godDAMN that was brutal.
Title: Re: Forgotten Realms Direforged 2.5K
Post by: GoblinCookie on October 22, 2017, 01:57:26 pm
SEVERE bug:

Xill implantation, rather than hitting the target, hits nearly EVERY unit on the map. I thought I was gonna have to deal with my king turning but I just had a mass chestburster scenario wipe out 50+ dwarves and most of my livestock. The Xill children don't survive, either. They all bleed to death. I'm gonna revert my save and see if I can use DFHack to remove the syndrome from everything because godDAMN that was brutal.

The xill were not originally my fault.   ;) ;)  I got them off the standalone D&D mod that I integrated and I never paid the xill much attention after I integrated them initially.  In any case lots of thanks for the bug report, I will try to figure out what is wrong but I am not sure how to test it, would testing arena work I wonder?
Title: Re: Forgotten Realms Direforged 2.5K
Post by: GoblinCookie on October 22, 2017, 02:41:04 pm
An update on xill testing.  The xill implantation is hitting everything on the local map much as tiff discovered, however the actual completion of the syndrome phase in question results in a crash, so that we never see any new male xill hatch out. 
Title: Re: Forgotten Realms Direforged 2.5K
Post by: tiff on October 22, 2017, 03:14:29 pm
An update on xill testing.  The xill implantation is hitting everything on the local map much as tiff discovered, however the actual completion of the syndrome phase in question results in a crash, so that we never see any new male xill hatch out.
Strange, I didn't get a crash. Just an obliterated fortress.
Title: Re: Forgotten Realms Direforged 2.5K
Post by: GoblinCookie on October 23, 2017, 11:22:51 am
Strange, I didn't get a crash. Just an obliterated fortress.

It is the object testing arena, not fortress mode.  That I cannot use object testing arena to make xills that work like the one's in fortress mode or adventure mode is one of the great annoyances I face.  The differences between the two modes pretty much guarantees that I cannot actually be sure if I have actually fixed any bugs at all, ever. 
Title: Re: Forgotten Realms Direforged 2.5K
Post by: GoblinCookie on October 23, 2017, 11:51:34 am
The crash seem to be caused by the syndrome trying to add the crazed tag AND turning the creature into a xill at the same time.  I have not actually fixed any problems yet but swapping the transformation to work based upon injection by xill venom caused the side effects (nausea) to work yesterday, while the side effects do not presently work at all.
Title: Re: Forgotten Realms Direforged 2.5K
Post by: GoblinCookie on October 23, 2017, 02:16:01 pm
I have got to the source of the mass effect problem, it is caused by the id of the creature in the creature file and the id in the interactions file being different, causing there to be no specific target for the interactions effect.  The problem is however that the other syndrome effects that are supposed to appear are not appearing, I am getting the impression that syndromes attached to interactions directly rather than to substances are basically extremely buggy and only work partially. 

I think what I will do is get rid of the interaction altogether and make xill transformation an effect of a special poison which I shall give only to the females, which will be delivered like other poisoned are through a normal attack.  It would also make things less overpowering, so we cannot simply be xilled the moment we come into contact with no defense, attacks can be blocked afterall.
Title: Re: Forgotten Realms Direforged 2.5L
Post by: GoblinCookie on October 24, 2017, 03:03:49 pm
I have fixed the xill problem, which presumably extended to the slann as well.  The problem was caused by a mismatch in the targeting letter (A VS C) between the interaction and the creature file.  However rather than fixing that I decided that an interaction based transformation was overpowered anyway and went for a poison based approach instead, replacing the original approach.  The changes are as follows.

Xill females bite things to inject eggs (and also poison), which causes the creatures to turn into xill in 250 ticks, which should mean that a number of xill victims live to turn into male xill.

Slaan claw things to make slaan of the other type (blueVSred).  Blue Slann use a contact based poison that splatters over the body of the creature and turns it into a red slaad.  Red slaad inject their eggs (similar to xill) into the blood to make blue slaad.  The slaan transformation takes a long time 36000, which means the combat should be resolved by the time the transformation occurs.
Title: Re: Forgotten Realms Direforged 2.5L
Post by: GoblinCookie on November 12, 2017, 02:58:21 pm
I have finally done it!  :D :D :D 8) 8) 8)

That is I have finished going through all 128k lines of Amostubel's now defunct expanded dictionary in order to add in all the words I think fit with the game into the mod's words file.  The words file for the next release is now 83k lines long.  Unfortunately the release is still not imminent, the basic idea was to add in all the words that are general concepts and the words that pertain to hard-coded mechanics from the dictionary.  Now, after I have finished polishing my work, adding in new word symbols, deleting some words along the way, making sure there is a word that corresponds to each DF proffession, things like that, I go and go through the files themselves, adding in words for everything that is found within.  I also deliberately abstained from adding in any words pertaining to the names of animals or materials, since I intent to do that later.

The clever idea is to go through the vanilla object files first, making improvements but also carefully checking each item is in fact not something I added in, so as to make a complete word list for the vanilla game.  Then I can make a version that I will later release as a separate mod to improve the word list of the vanilla games, along the lines of the original dictionary's concept.  Once that is done I shall move on to the modded in contact, adding words for cool things like xvarts and gnolls.  Then I go through the entity file of the mod to improve those and make changes to the word symbols file according to the 'needs' for those entities, plus adding words to correspond to their positions if needed.

Also there is the book (https://www.amazon.co.uk/Staff-Zelzhin-Krypt-Legacy-Book-ebook/dp/B075K9GGZT), as in my very own book.  The book that has a half-made sequel that I really should be writing as opposed to modding this game  ;).  That said the 2.7 version of this mod (the one with the long-awaited elves) will almost certainly be far less work than this 2.6 version with all it's words is turning out to be so I should be able to juggle both I hope.
Title: Re: Forgotten Realms Direforged 2.5M
Post by: GoblinCookie on November 12, 2017, 04:59:48 pm
It seems my previous purge of the building destroyer tags was not as thorough as I had hoped, which I found out about when some wuradi trashed my gold dwarf fortress.  This has led to me releasing another subrelease, 2.5M to fix this issue.
Title: Re: Forgotten Realms Direforged 0.9
Post by: GoblinCookie on November 15, 2017, 10:03:26 am
[Deleted]
Title: Re: Forgotten Realms Direforged 2.5O
Post by: GoblinCookie on November 23, 2017, 02:30:59 pm
The dreaded hour has arrived and gone, the next version of the game is out.   ;)

Actually it could not have arrived at a better time, I am nearly finished with the basic word adding process and am currently checking for/adding in the words for hardcoded things like the buildings; when this is done I can finally get on with the softcoded objects.  The vast raw changes that were the cause of dread such did not happen, the hardest thing was going through the new version of the new trees file to add any of Button's plant fix changes that are not in the vanilla game.  The actual file changes made were mostly to stuff not affected by the mod, however the basic rules for updating apply here.

Delete your original mod folder, backing up any save games.  Then install a fresh version of the vanilla game and overwrite the files with the latest version of my mod; *do not* apply the vanilla update on top of the mod folder.  Lastly put your backed up save games into the new mod file and you are fine to go.  I do notice the latest version has greatly reduced structural stability or increased memory requirements (probably the same thing but not programmer) compared with the former version though, I was only able to get a small world up and running during testing, the others crashed upon world gen completion :(.
Title: Re: Forgotten Realms Direforged 2.5P
Post by: GoblinCookie on November 26, 2017, 04:36:27 pm
While going through the files for the next version I come across a certain rather odd thing.  The reaction tokens for gemstones and the star metal inorganic were apparently missing from 2.5 when they were supposed to be there and I definitely recall adding them in  ??????:-[:-[.  This rather embarassing bug has now been eradicated (I hope) so the enchanted metal reactions should now properly work in fortress mode; everything else seems to have not cared because of (no real economy?).
Title: Re: Forgotten Realms Direforged 2.5P
Post by: Kaytavo on November 28, 2017, 01:28:15 pm
i think i found a bug... in adventure mode i selected a gold dwarf as my race but now i am stuck at 0.099 speed, if you want i can check my stats and inventory and give you a list or upload the save
Title: Re: Forgotten Realms Direforged 2.5P
Post by: GoblinCookie on November 29, 2017, 07:28:40 am
i think i found a bug... in adventure mode i selected a gold dwarf as my race but now i am stuck at 0.099 speed, if you want i can check my stats and inventory and give you a list or upload the save

You might have started off with a dagger that is giant sized.
Title: Re: Forgotten Realms Direforged 2.5P
Post by: Pvt. Pirate on December 02, 2017, 03:34:14 pm
i think i found a bug... in adventure mode i selected a gold dwarf as my race but now i am stuck at 0.099 speed, if you want i can check my stats and inventory and give you a list or upload the save

You might have started off with a dagger that is giant sized.
sounds like top fail
Title: Re: Forgotten Realms Direforged 2.5P
Post by: GoblinCookie on December 03, 2017, 08:08:52 am
sounds like top fail

Problem here is that the adventurer always starts off with a dagger.  The dagger however is not picked from the adventurers own entity, it is picked at random from all the daggers types that the game has; that means that if I add in a giant sized dagger for giants, then it is possible for an adventurer to start off with dagger designed to be wielded by a 20ft creature. 
Title: Re: Forgotten Realms Direforged 2.5P
Post by: Pvt. Pirate on December 05, 2017, 08:54:22 am
i didn't mean it as an assault - it's stil la top fail :D
"Son, as i am sure to die soon, here have this dagger our ancestor Strangelystrong McDaggerwielder used to fight off the giants from the mountainhome."
Title: Re: Forgotten Realms Direforged 2.5P
Post by: SQman on December 08, 2017, 03:56:42 am
Last night I had an early frost giant ambush, two squads with iron and bronze armor, huge steel swords, and master blowgunners. I had an an early military of ten dwarves fully armored with iron and armed with iron and steel swords, spears and pikes. I've never seen more equal fight in Dwarf Fortress. Eight dwarves died in battle, one got crippled, and the expedition leader stationed just far enough from giants not to aggro on them, so he just kinda walk to the remaining two giants who were bleeding out on the ground, and stabbed them to death.

A few days later he stopped being an expedition leader, and I was left with an undeletable squad composed of a dwarf to weak to carry a shield, and an armless cripple. I removed them from the squad with Dwarf Therapist, but I can't delete the squad itself.

My point is: expedition leaders shouldn't lead squads, and instead commanders should be available from the start. Actually, any solution that resolves this problem would be good.
Title: Re: Forgotten Realms Direforged 2.5P
Post by: Pvt. Pirate on December 08, 2017, 02:42:56 pm
had weirdness with expedition leaders before or even without any mods. their noble title conflicting with other noble titles can lead to strange things - especially when they have two jobs with "uniforms".
Title: Re: Forgotten Realms Direforged 2.5P
Post by: GoblinCookie on December 09, 2017, 04:55:49 pm
Last night I had an early frost giant ambush, two squads with iron and bronze armor, huge steel swords, and master blowgunners. I had an an early military of ten dwarves fully armored with iron and armed with iron and steel swords, spears and pikes. I've never seen more equal fight in Dwarf Fortress. Eight dwarves died in battle, one got crippled, and the expedition leader stationed just far enough from giants not to aggro on them, so he just kinda walk to the remaining two giants who were bleeding out on the ground, and stabbed them to death.

A few days later he stopped being an expedition leader, and I was left with an undeletable squad composed of a dwarf to weak to carry a shield, and an armless cripple. I removed them from the squad with Dwarf Therapist, but I can't delete the squad itself.

My point is: expedition leaders shouldn't lead squads, and instead commanders should be available from the start. Actually, any solution that resolves this problem would be good.

Cool story in any case, I am impressed that the frost giants did not just crush you flat if they arrived so early in the game, given how horribly unbalanced they are at the moment because of the lack of size-adjustments for food consumption in world gen. 

Does it really matter that you cannot delete the squad itself if you can still remove all it's remaining members?

Commanders are not available to start with because I did not like how we had a full government set up for a group of seven dwarves to begin with, the positions of which it was advisable simply to combine into the expedition leader's hands anyway.  The expedition leader is the organizer of the group of seven dwarves, less than the population of a squad; the other dwarves are technically just guests squatting in their dig, this is why the expedition leader cannot simply clap his hands together and turn them all into an army.  Once things get to size 50 we have enough people to organize a credible election and the original expedition leader is then outranked by the new government which is legitimate government outranks the expedition leader. 

The expedition and the expedition leader does not get abolished as such, it just ceases to mean anything because they hold no formal power  over the others, while the reverse is not the case; the government once formerly set up subordinates them.  I felt this model makes more sense than the transitional dictatorship model the game uses in which the expedition leader heads over a full government already and then relinquishes power to the elected mayor.  The question is why would the expedition leader even relinquish power willingly at all?
Title: Re: Forgotten Realms Direforged 2.5P
Post by: PlumpHelmetMan on December 09, 2017, 05:47:39 pm
The game crashes when attempting to finalize a world for me, even though I honestly created an entirely separate DF folder for this mod so it can't be a compatibility issue. Any idea what might be going wrong?

EDIT: Seems it's an issue of size. Any world smaller than large seems to work fine. Would still like to know what's behind it though on account of my preference for large worlds.

EDIT 2: Seems I was wrong again. It's civ cap rather than size that's the issue.
Title: Re: Forgotten Realms Direforged 2.5P
Post by: GoblinCookie on December 10, 2017, 07:18:49 am
The game crashes when attempting to finalize a world for me, even though I honestly created an entirely separate DF folder for this mod so it can't be a compatibility issue. Any idea what might be going wrong?

EDIT: Seems it's an issue of size. Any world smaller than large seems to work fine. Would still like to know what's behind it though on account of my preference for large worlds.

EDIT 2: Seems I was wrong again. It's civ cap rather than size that's the issue.

I have encountered similar problems myself.   :( :(

Recent vanilla releases have increased the burden on the engine per civ, which is annoying; well it actually may not be anything to do with this mod in particular but instead bugs in the vanilla game which are triggered more often when there is a larger number of civs to trigger them.  The vanilla bugs are related to artifacts, what this mod does is increase the number of artifact thieves in the game, since a lot of civilizations have that token; I intend to cull the number down a lot next release when it comes out (sometime in February?). 

If the issue is not a completely vanilla issue altogether, the most likely factor in this mod that would cause worldgen crashes would be the increased number of artifact thieves, meaning more artifact thefts and claims, hence more crashes/burdens on engine as a result.  It will not likely be the actual amount of extra mod content because even a few thousand entities and creatures would in itself be child's play for a modern computer to handle since it is just straight linear numbers and sums, of which it can do millions in a split second. 
Title: Re: Forgotten Realms Direforged 2.5P
Post by: SQman on December 10, 2017, 08:16:19 am
Holy carp, I just realized I can also add dwarves to a squad with Dwarf Therapist. I'm such a big dumdum.

Yeah, I was really surprised to see my fortress survive a giant attack. Now I have like 300 steel and  bronze despite never smelting any ore other than hematite. Gigantic blowdarts that got scattered around make a good distraction in case a gold dragon comes to destroy every workshop in my fortress AGAIN.
Title: Re: Forgotten Realms Direforged 2.5P
Post by: GoblinCookie on December 10, 2017, 11:10:21 am
Holy carp, I just realized I can also add dwarves to a squad with Dwarf Therapist. I'm such a big dumdum.

Yeah, I was really surprised to see my fortress survive a giant attack. Now I have like 300 steel and  bronze despite never smelting any ore other than hematite. Gigantic blowdarts that got scattered around make a good distraction in case a gold dragon comes to destroy every workshop in my fortress AGAIN.

Thanks for reminding me to make dragons no longer building destroyers, the game does not like intelligent building destroyers at all; one of the lessons I learnt when I made all intelligent being buildings destroyers.  In any case I am happy that my frost giants are behaving like they should be.   :)
Title: Re: Forgotten Realms Direforged 2.5Q
Post by: GoblinCookie on December 10, 2017, 11:19:26 am
While going through the plant_crops txt file in order to add in words for various plants and their immediate useful products (not seeds or fruit or leaves specifically unless they are useful), I noticed that the papyrus paper tokens were missing, which is interesting because I remember adding those in earlier.  But my memory is pretty lousy so here we go again.

I also got rid of dragon building destroyer tokens since they are intelligent and not necessarily hostile (the good dragons).  Having building destroyer tokens with hostile intelligent creatures is fine, non-hostile ones is not.  All the D&D dragons are currently non-building destroying to save time, those tags will be added back in for the hostile dragons in the next release as I go through those files and 'word' them as it were. 
Title: Re: Forgotten Realms Direforged 2.5Q
Post by: SQman on December 11, 2017, 01:46:10 am
Spoiler: Giants at it again (click to show/hide)


One more thing, it's impossible to make vanilla pedestals and display cases. Can't display my legendary sawwood grates and siltstone hatch covers.

Title: Re: Forgotten Realms Direforged 2.5Q
Post by: GoblinCookie on December 12, 2017, 05:40:07 am
One more thing, it's impossible to make vanilla pedestals and display cases. Can't display my legendary sawwood grates and siltstone hatch covers.

That will be because the items, while they exist in the tools file will not be in the entity files, because those items are not hard-coded to appear in entities.  Since I am going to go through those files to make the next release anyway I will delay adding those things in to 2.5 and focus upon getting the 2.6 release finished. 
Title: Re: Forgotten Realms Direforged 2.5R
Post by: GoblinCookie on December 13, 2017, 08:20:32 am
I have decided that I was being very stupid in leaving the pedestals out of the mod.  This occurred to me when it struck me last night while spending 5+ hours trying to sleep that I could actually edit all the entity files instantaneously by simply opening up all the files in notepad and have the carpenter profession replaced with the carpenter profession+the new containers.  So I did so and now all the new tools are in the game, all accomplished in less than a second. 8) 8)
Title: Re: Forgotten Realms Direforged 2.5S
Post by: GoblinCookie on December 25, 2017, 04:52:13 pm
While going through the vanilla plant files I ran across a bug.  It seems I overwrote the plantfix's modified nuts in one of the files at some point, probably back in 2.5O when I updated the raws to fit with the latest DF version.  You can now process nuts from those trees properly again. 

I have done vanilla plants now and am headed off to do vanilla creatures. 
Title: Re: Forgotten Realms Direforged 2.5S
Post by: SQman on December 30, 2017, 04:20:42 pm
Is there any particular reason why mountain and dark gnomes don't have strange moods? Or is it one of those vanilla creature fixes you said you are working on? Gnome nobles don't have requirements either, and I believe they don't make mandates or demands.

On the other hand, I just got a rakshasa mercenary. She's swinging a babby gnome axe at her babby gnome friends. Hoping to get more interesting visitors to appear.

On the other other hand, all kinds of pixies and fairies keep apearing as visitors and getting stuck mid air. And they have incomplete clothing (since they're not playable, it probably doesn't matter). Killoren mercenaries appear as thieves, I wanted to check out their entity raws, but entity_fey is a huge mess, which seems weird since all the other raws are neatly formatted and easy to read. What happened there?
Title: Re: Forgotten Realms Direforged 2.5S
Post by: Pvt. Pirate on December 31, 2017, 04:38:46 am
Is there any particular reason why mountain and dark gnomes don't have strange moods? Or is it one of those vanilla creature fixes you said you are working on? Gnome nobles don't have requirements either, and I believe they don't make mandates or demands.

On the other hand, I just got a rakshasa mercenary. She's swinging a babby gnome axe at her babby gnome friends. Hoping to get more interesting visitors to appear.

On the other other hand, all kinds of pixies and fairies keep apearing as visitors and getting stuck mid air. And they have incomplete clothing (since they're not playable, it probably doesn't matter). Killoren mercenaries appear as thieves, I wanted to check out their entity raws, but entity_fey is a huge mess, which seems weird since all the other raws are neatly formatted and easy to read. What happened there?
can you make sure the file you downloaded was not corrupted during download?
check the md5 checksum and compare it to one provided by GoblinCookie.
Title: Re: Forgotten Realms Direforged 2.5S
Post by: SQman on January 01, 2018, 06:53:50 am
Spoiler: entity_fey_fr (click to show/hide)
This is what the raws look like to me

There's nothing wrong with the file apparently. When I copy and paste it, the formatting looks normal. No idea what's happening, but the only problem is that it's hard to read.
Title: Re: Forgotten Realms Direforged 2.5S
Post by: GoblinCookie on January 01, 2018, 08:52:07 am
Is there any particular reason why mountain and dark gnomes don't have strange moods? Or is it one of those vanilla creature fixes you said you are working on? Gnome nobles don't have requirements either, and I believe they don't make mandates or demands.

On the other hand, I just got a rakshasa mercenary. She's swinging a babby gnome axe at her babby gnome friends. Hoping to get more interesting visitors to appear.

They don't have strange moods because they are not fortress dwarves and hence more level-headed (no change from vanilla there).  The lack of mandates, requirements and demands is deliberate for mountain gnomes, since they do not really believe in personal property in any case (stealing is a personal matter).  Dark gnomes I think work like (vanilla) dire goblins, they do not have an requirements except to have more than the folks that are less than they are.  That was deliberate decision, that goblins do not actually care about what they have, they care only that they have more stuff than any inferior goblins.  Mountain gnomes don't care about what stuff anyone has at all, but they still copied the fortress dwarf government system minus the nobles and made kings elected. 

On the other other hand, all kinds of pixies and fairies keep apearing as visitors and getting stuck mid air. And they have incomplete clothing (since they're not playable, it probably doesn't matter). Killoren mercenaries appear as thieves, I wanted to check out their entity raws, but entity_fey is a huge mess, which seems weird since all the other raws are neatly formatted and easy to read. What happened there?

That is entirely a vanilla problem I am afraid, the whole bit about flying visitors, the solution is to build a staircase for them whenever it happens then they will make their way to your fortress fine.  The entity-fey file was written in Notepad++, not regular notepad, which can cause those kind of problems with regular notepad. 
Title: Re: Forgotten Realms Direforged 2.5T
Post by: GoblinCookie on January 06, 2018, 09:01:11 am
While running through the trackless wilderness with my adventurer I ran into a trio of bugs, the most 'embarrassing' of which was the bug that made it so that male deer were called does and female deers were called stags.  Or perhaps it is amusing? 
Title: Re: Forgotten Realms Direforged 2.5T
Post by: SQman on January 06, 2018, 10:21:46 am
Some creatures have four castes instead of two, for example male and female "giant puffins", and genderless "male giant puffins" and "female giant puffins". This applies to:

Giant puffins
Giant emu
Giant gazelles
Giant penguins
Giant tigers
Impala does, giant impala does and impala women are genderless

There may be more, but I just skimmed the creature list in the arena.
Title: Re: Forgotten Realms Direforged 2.5T
Post by: GoblinCookie on January 06, 2018, 11:16:38 am
Some creatures have four castes instead of two, for example male and female "giant puffins", and genderless "male giant puffins" and "female giant puffins". This applies to:

Giant puffins
Giant emu
Giant gazelles
Giant penguins
Giant tigers
Impala does, giant impala does and impala women are genderless

There may be more, but I just skimmed the creature list in the arena.

Lots of thanks, I think this is actually the record for the shortest time between bugfixing subreleases.  I am also now running out of letters in the alphabet.

The problem in most cases (aside from the impala) was that instead of there being [SELECT_CASTE] in the giant/animal person version of the creature there was instead [CASTE] which orders it to create a new caste on top of the existing castes.  In the impala's case there were in fact no actual female impalas at all, of any size!
Title: Re: Forgotten Realms Direforged 2.5V
Post by: GoblinCookie on January 06, 2018, 06:21:55 pm
While failing to generate a new world, due to whatever bug it is that does not seem to like (large civilization numbers?) I noticed that the error log reported problems with the star metal substance (the prerequisite for +5 metals) and with the giant penguins, which has now been fixed.  I still have not been able to generate a world even with the new version but I have hit bedtime. 
Title: Re: Forgotten Realms Direforged 2.5W
Post by: GoblinCookie on January 12, 2018, 11:32:57 am
The danger with playing DF is that you end spotting bugs.  From my companions chasing after random capybaras in an annoying way I learnt that capybaras were for some reason missing the invaluable [BENIGN] tag.  This is now in and capybara life expectancy is..... increased.   ;)
Title: Re: Forgotten Realms Direforged 2.5X
Post by: GoblinCookie on January 13, 2018, 04:10:44 pm
I found out when one of my companions lunged at a horseshoe crab that was just minding it's own buisiness that horshoe crabs were not actually properly defined as [BENIGN].  The horseshoe crab I think is okay because I went into travel mode as soon my companion sent it flying, I think it is okay; not that I will ever know.   :)
Title: Re: Forgotten Realms Direforged 2.5X
Post by: SQman on January 13, 2018, 05:18:00 pm
I like how badly D&D monsters translate into Dwarf Fortress. I just observed an advespa being pummeled to death by my defender captain... with a wooden crutch and a wooden shield. In the end a shield bash crushed its head. Malebranche are nasty though.
Title: Re: Forgotten Realms Direforged 2.5X
Post by: Pvt. Pirate on January 14, 2018, 05:34:46 am
I like how badly D&D monsters translate into Dwarf Fortress. I just observed an advespa being pummeled to death by my defender captain... with a wooden crutch and a wooden shield. In the end a shield bash crushed its head. Malebranche are nasty though.
its truely difficult as D&D rules and character feats, attributes etc. are already a way of bypassing what df does (in most cases) directly: a physical calculation of "who does what why when and what outcome does it cause".

but i love it :)
Title: Re: Forgotten Realms Direforged 2.5Y
Post by: GoblinCookie on January 14, 2018, 12:43:42 pm
While going through the large-temperate file for the next full version of this mod, I spotted that pandas were missing the essential [BENIGN] tag that keeps animals from being lunged at by companions for no reason whatsoever.  So in the interests of saving innocent pandas 2.5Y came to being.

In order to save time I just overloaded 2.5s version of that file with 2.6s version.  This allows me to showcase one of the new changes I am making aside from, prey animals I realised needed a massive stat boost to endurance and the dodge skill for when people sneak up on them.  This is because at the moment hunting is far too easy, benign prey animals can often be driven until they collapse from exhaustion with no real difficulty just by exploiting the flawed way benign animals currently flee from the player.  Also by exploiting the lack of application of the various other senses (hearing, smell) that actual prey animals use to detect predators it is often rather easy to sneak up on them anyway, this is added to the problem that animals in groups do not communicate the presence of a potential predator to each-other and run away as individuals rather than as a group.
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: GoblinCookie on January 25, 2018, 03:58:07 pm
I can now boast of having got to the end of the alphabet for bug fixing subreleases for this release!  ;D This subrelease sees innocent wolverines no longer being clobbered by Toady One's mindless companion adventurers (they remind me of rabid dogs with no leashes!).  Added to that is a fix to the creature variation files to ensure that no animal people get to benefit from the boosted stats and skilled of their animal 'ancestors'. 

Waiting patiently for Toady to add leashes to tie to our companions in adventure mode..... :) ;)
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: Pvt. Pirate on January 26, 2018, 02:22:47 pm
I can now boast of having got to the end of the alphabet for bug fixing subreleases for this release!  ;D This subrelease sees innocent wolverines no longer being clobbered by Toady One's mindless companion adventurers (they remind me of rabid dogs with no leashes!).  Added to that is a fix to the creature variation files to ensure that no animal people get to benefit from the boosted stats and skilled of their animal 'ancestors'. 

Waiting patiently for Toady to add leashes to tie to our companions in adventure mode..... :) ;)
use Umlauts https://en.wikipedia.org/wiki/Umlaut_(linguistics) and extend it a bit :D
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: GoblinCookie on February 27, 2018, 09:10:49 am
It seems that today I have finally got to the light and the end of the tunnel; or there would be light if there were not two more other tunnels to go.  The words for all the vanilla creatures and things are now in, I have divided the words file into the vanilla part and the modded part.  The idea is for me to go through the symbols file for a few days in order to revise, bug-check and reorganise things and after making a backup to use later for my expanded dictionary, get on to the 'second tunnel' which is adding in words for the modded in content. 

Then there is the final tunnel, which is the modifying the actual entities; then the long-awaited 2.6 release is ready to go.
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: tiff on April 06, 2018, 02:36:20 pm
Any updates? This is hands down my favorite mod! I love having tons of races and creatures available. Only thing that could make it better is if you combined it with one of the mods that increases the minerals, gems, and ores.
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: GoblinCookie on April 06, 2018, 03:01:24 pm
Any updates? This is hands down my favorite mod! I love having tons of races and creatures available. Only thing that could make it better is if you combined it with one of the mods that increases the minerals, gems, and ores.

I would really love to have an update, it is just I am half-way into 'biting off more than I can chew', as in the present update is a lot more work than I ever imagined I would even up doing.   ;)
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: Pvt. Pirate on April 06, 2018, 05:16:44 pm
Any updates? This is hands down my favorite mod! I love having tons of races and creatures available. Only thing that could make it better is if you combined it with one of the mods that increases the minerals, gems, and ores.
i'd settle for it being included as an option for mephs pack :D
i cannot play without the nice graphics and i'd lose myself in this mod.
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: GoblinCookie on April 09, 2018, 08:54:02 am
Any updates? This is hands down my favorite mod! I love having tons of races and creatures available. Only thing that could make it better is if you combined it with one of the mods that increases the minerals, gems, and ores.

Do you have an example of any such mods handy?

Any updates? This is hands down my favorite mod! I love having tons of races and creatures available. Only thing that could make it better is if you combined it with one of the mods that increases the minerals, gems, and ores.
i'd settle for it being included as an option for mephs pack :D
i cannot play without the nice graphics and i'd lose myself in this mod.

An option for meph's pack.  That is a graphics replacer, but do you mean meph is doing the graphics or me there?
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: Pvt. Pirate on April 10, 2018, 01:39:20 am
Any updates? This is hands down my favorite mod! I love having tons of races and creatures available. Only thing that could make it better is if you combined it with one of the mods that increases the minerals, gems, and ores.
i'd settle for it being included as an option for mephs pack :D
i cannot play without the nice graphics and i'd lose myself in this mod.

An option for meph's pack.  That is a graphics replacer, but do you mean meph is doing the graphics or me there?
well, he made vordak's Dwarves optional and added "Taffer's Revised" as optional changing many Raws.
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: GoblinCookie on April 10, 2018, 06:13:56 am
well, he made vordak's Dwarves optional and added "Taffer's Revised" as optional changing many Raws.

What's vordak's dwarves?  Is that a graphics pack or a mod?
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: tiff on April 10, 2018, 02:13:36 pm
Do you have an example of any such mods handy?
I use More Stone, Metals, Gem Mod (http://www.bay12forums.com/smf/index.php?topic=147428.msg5943036#msg5943036) whenever I play, and just merge it with yours using WinMerge (there's a standalone download available on the file depot). Also the Deadly Combat mod (http://www.bay12forums.com/smf/index.php?topic=159427.0). Lots of others, but that's just because I like having many hostile entities available.
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: Pvt. Pirate on April 11, 2018, 06:11:59 am
well, he made vordak's Dwarves optional and added "Taffer's Revised" as optional changing many Raws.

What's vordak's dwarves?  Is that a graphics pack or a mod?
yes, that's a graphics pack. but taffers revised is a mod.
i only suggest this, because i like your changes, but i need the graphical changes too - and i wouldn't know how to merge those without accidently eating the neighbours cat and burning my house.
Title: Re: Forgotten Realms Direforged 2.5Z
Post by: GoblinCookie on April 11, 2018, 07:31:17 am
I use More Stone, Metals, Gem Mod (http://www.bay12forums.com/smf/index.php?topic=147428.msg5943036#msg5943036) whenever I play, and just merge it with yours using WinMerge (there's a standalone download available on the file depot). Also the Deadly Combat mod (http://www.bay12forums.com/smf/index.php?topic=159427.0). Lots of others, but that's just because I like having many hostile entities available.

The problem I can see with the stone mod is that the forging of many of the metals are beyond the technology level of the creatures in the world.  I suppose I would have to be selective in my merging as I was with D&D mod but I will keep a note of this for a future release in any case.  Combat is deadly enough as it is in my opinion, so no deadly combat however. 

yes, that's a graphics pack. but taffers revised is a mod.
i only suggest this, because i like your changes, but i need the graphical changes too - and i wouldn't know how to merge those without accidently eating the neighbours cat and burning my house.

Graphics should work fine, the only problem here is that only the vanilla content would be graphical.  That is because graphics only override the default text graphics for particular things based upon their tokens, they don't therefore conflict with anything except other graphics mods.  You should be able to use any graphics pack you like with my mod therefore. 

Eventually I intend to create graphics specifically for all the modded content, which can then be combined with whatever vanilla graphics pack you wish.  But eventually I intend to do a lot of things :).
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: GoblinCookie on May 01, 2018, 05:34:04 am
Well I got to the end of another big time consuming grind. (Nearly) All the words for creatures are now in and I decided to make a new sub-release to integrate any fixes made to the creatures in the process.  I am now delayed by something called the great baby-cull, basically I added in a large number of names for various baby versions of creatures.  That turned out to be a lot of words, that was not the problem, the problem is that the babies often have different symbolism to the adults, resulting in the possibility of a civilization using the words for baby animals but not the adult versions.  Once the babies are eliminated, I will finally get on with the final stage of the next release, the entities and the generation of the actual languages themselves.
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: tiff on May 24, 2018, 09:57:11 am
Minor bug/things working exactly as intended but in a strange way:

The D&D demons and devils just end up getting slaughtered by the procedurally generated ones. It also breaks their pathing into the fort, so instead of a huge wave of clowns rushing in you get a huge swarm of clowns flying around the circus picking off balors one by one. Once they're all dead the clowns just linger and occasionally one will fly up through the opening.
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: Pvt. Pirate on May 24, 2018, 12:59:48 pm
Minor bug/things working exactly as intended but in a strange way:

The D&D demons and devils just end up getting slaughtered by the procedurally generated ones. It also breaks their pathing into the fort, so instead of a huge wave of clowns rushing in you get a huge swarm of clowns flying around the circus picking off balors one by one. Once they're all dead the clowns just linger and occasionally one will fly up through the opening.
this shows how badass the clowns are - even D&D infernal creatures of pure evil fear them.
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: GoblinCookie on May 25, 2018, 09:39:35 am
Minor bug/things working exactly as intended but in a strange way:

The D&D demons and devils just end up getting slaughtered by the procedurally generated ones. It also breaks their pathing into the fort, so instead of a huge wave of clowns rushing in you get a huge swarm of clowns flying around the circus picking off balors one by one. Once they're all dead the clowns just linger and occasionally one will fly up through the opening.

I don't know what controls the generated demons, as in what determines what they are hostile to; I though it was simply being from hell that automatically put you in the underworld demon camp.  In order to fix this I would have to know what is controlling said creatures hostility, otherwise I would surmise that simply removing them from the game is the way to go, since their role is taken up by the 'clowns' anyway.
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: Pvt. Pirate on May 26, 2018, 04:01:28 am
well, except that compared to the clowns, the D&D demons are just wild animals.
maybe try replacing the clowns with the demons.
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: GoblinCookie on May 26, 2018, 06:56:50 am
well, except that compared to the clowns, the D&D demons are just wild animals.
maybe try replacing the clowns with the demons.

You can't replace the clowns with the demons, since the former are hardcoded.
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: Pvt. Pirate on May 27, 2018, 06:26:38 am
so there is no way of modding the clowns to be like D&D-Demons?
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: GoblinCookie on May 27, 2018, 07:58:58 am
so there is no way of modding the clowns to be like D&D-Demons?

Correct.  That is not the problem though, the problem is that I don't know what token I add in order to make non-hardcoded creatures 'identify' as underworld one's. 
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: GoblinCookie on June 06, 2018, 07:49:11 am
I have crossed another milestone towards the next release.  That is I have finished updating all the entity files for the next release, the new word symbols are in and we now have specific animals for a few entities.  In particular golems, both the D&D ones and Knight Otu's gear golems are no longer wild creatures, instead they are a starting pet for certain civilizations, using the new mechanics of the artefact releases.  Golems are also no longer ever made of steel, this is because I personally lost too many adventurers to invincible golems made of steel, the steel golems are now made of iron instead, meaning they can be harmed by steel weapons. 

I have realised that I have no specific word symbol for dragons, but I do have for instance word symbols for gnomes (includes dwarves and halflings), goblins and centaurs.  This is what I will be doing now.  Then I will be adding in names for the various gods that there are, mostly for D&D gods but Armok will be going in as well as a word for the vanilla elven forces.  Then I have to make the languages, this is less trivial than it would normally be because I have to add in lots of new words, but I don't have a means to make new words in the Direforged style.  That means I will have to copy-paste all the Direforged language words and then use DFLanguageCreate to make a new language that sounds like the original direforged languages (Auride, Skyhak, Encar etc). 

Then I will test the new version on an up to date DF version and see how many bugs I have added in and make whatever tweaks need making.  Then I can finally release this giant onto the world. 
Title: Re: Forgotten Realms Direforged 2.5AA
Post by: GoblinCookie on June 17, 2018, 10:29:36 am
I have finished adding in all the gods.  I have also made all the creatures that were messing up the underworld by fighting with the default vanilla demons [DOES_NOT_EXIST] (not the same as removing them), which means they will appear in art but not in the game.  All I have left to do is the actual creation of the languages and the testing of new release, I wonder if I will get my release out before Toady One does?  :)
Title: Re: Forgotten Realms Direforged 2.6A
Post by: GoblinCookie on June 29, 2018, 12:47:11 pm
The plan was to beat Toady One and release first, but it the bugs had other ideas.   :) ;)

The new version is most about words.  There are now a *lot* of words, which is probably an understatement.  There is also a whole new set of symbols, again a lot of those all of them with references woven into the entity files, so I am not longer restricted to the limited range of symbols that the devs found useful for their vanilla entities.  Grammer is a bit iffy though and it will take some time to iron out the grammatical mistakes given how many words there are.  But since it is all a translation anyway, does grammer really matter anyways?

Next up is well the rest of my life, which had been completed swallowed up by making this release for what seems like the whole of last year.  Next in mod terms is Version 2.7, which will have the much-demanded elves in it, including the drow of course.  There is also the stripped down version of the new expanded dictionary to be created and released at some point, so that other folks can benefit from my wording work too.
Title: Re: Forgotten Realms Direforged 2.6B
Post by: GoblinCookie on June 30, 2018, 08:22:37 am
Fixed a typo by which Dynasties was instead being spelled as Dynastys.
Title: Re: Forgotten Realms Direforged 2.6C
Post by: GoblinCookie on July 01, 2018, 12:17:38 pm
Apparantly the existence of the [NO_THOUGHT] tag on the foul blendecs mean't they could not speak, that is now fixed.
Title: Re: Forgotten Realms Direforged 2.6D
Post by: GoblinCookie on July 01, 2018, 03:15:49 pm
I mistakenly gave lantan and rock gnomes shield guardians instead of brass golems as they were supposed to have, that has now been fixed.
Title: Re: Forgotten Realms Direforged 2.6D
Post by: Dwemeral on July 02, 2018, 01:37:31 am



Edit: NVM,
Title: Re: Forgotten Realms Direforged 2.6E
Post by: GoblinCookie on July 03, 2018, 03:40:02 pm
I ran across some of the old style buggy building destroyers that somehow avoided the cull destroying things in my fortress for no reason, in this case it was the sykhak.  This has now been fixed. 
Title: Re: Forgotten Realms Direforged 2.6F
Post by: GoblinCookie on July 08, 2018, 07:05:55 am
Not that many people probably care about diplomatic and trade relations with tower hobgoblin but their arch inquisitors will now turn up at our fortresses for a chat as they were originally supposed to but for some reason they never actually ended up doing.
Title: Re: Forgotten Realms Direforged 2.6G
Post by: GoblinCookie on July 11, 2018, 09:33:09 am
I discovered that I had unintentionally made forest gnomes playable and that owing to having culled the very symbol that Lantan gnomes were required to use for the first name of their civilization, they were unable to form civilizations properly.  This has led to yet another bug fixing subrelease.
Title: Re: Forgotten Realms Direforged 2.6H
Post by: GoblinCookie on July 11, 2018, 10:37:19 am
Removed a couple of misplaced capital letters in the word impetuosity.
Title: Re: Forgotten Realms Direforged 2.6I
Post by: GoblinCookie on August 03, 2018, 02:46:46 pm
I have fixed a basic problem with the grammer of my new dictionary where  [OF_NOUN_SING]  was being used instead of       [OF_NOUN_PLUR], resulting in silly grammer like the the House of Rabbit as oppossed to the House of Rabbits which is now how it will work.  Having fixed all the pressing concerns with the grammer, I can now strip the dictionary down into a vanilla form and release it as a separate mod.
Title: Re: Forgotten Realms Direforged 2.6J
Post by: GoblinCookie on August 04, 2018, 10:51:57 am
Readed was apparently a word in my mod's expanded dictionary.  Also Foul Blendecs were being instructed to use Negative words and at the same time prohibited.  I ran across a dark fortress called Bottle which alerted me to this problem, bottle is only a single word but all towns in the game should have a name consisting of two words strings. 
Title: Re: Forgotten Realms Direforged 2.6K
Post by: GoblinCookie on August 04, 2018, 11:16:39 am
Just fixing a type by which engraving was being spelt engraveing.
Title: Re: Forgotten Realms Direforged 2.6L
Post by: GoblinCookie on August 04, 2018, 03:34:03 pm
Helixs is now properly spelt Helixes.
Title: Re: Forgotten Realms Direforged 2.6L
Post by: GoblinCookie on September 08, 2018, 02:27:33 pm
I've finished my vanilla expanded dictionary, See here (http://dffd.bay12games.com/file.php?id=14011).  During the process of making it I spotted flaws in the code and a few missing words in my dictionary, which means elves are delayed once again as I go through the dictionary to debug and polish the thing.  Then I will release 2.7 which will have elves in it, lots of elves, naturally including drow elves.
Title: Re: Forgotten Realms Direforged 2.6L
Post by: Poprock360 on September 15, 2018, 04:40:03 pm
Hey, i'm having some trouble using FR Direforged, i seemingly can't generate a world for any older than ~125 years. It acts normally until i'm prompted to press 'enter' to finish the generation. Once i do, it instantly crashes. I have properly installed the mod on multiple completely fresh dwarf fortress installs.

Another thing I've noticed is that if try to open a legends_plus.xml with Legends Viewer from a world that was successfully generated using the mod (younger that ~125 years old) it either fails to open the file or gives me an unhandled exception.

(By the way, my computer is completely capable of generating extremely old worlds, this issue seems to pop up only if i try to generate an old world using the mod)

Thanks for your time.
Title: Re: Forgotten Realms Direforged 2.6L
Post by: GoblinCookie on September 16, 2018, 06:54:01 am
Hey, i'm having some trouble using FR Direforged, i seemingly can't generate a world for any older than ~125 years. It acts normally until i'm prompted to press 'enter' to finish the generation. Once i do, it instantly crashes. I have properly installed the mod on multiple completely fresh dwarf fortress installs.

Is it a large world?
Title: Re: Forgotten Realms Direforged 2.6L
Post by: Poprock360 on September 17, 2018, 11:41:10 am
Is it a large world?

It is. I generated the worlds with all setting maxed out, except for Minerals, which are set to frequent.
Title: Re: Forgotten Realms Direforged 2.6L
Post by: GoblinCookie on September 17, 2018, 12:29:59 pm
It is. I generated the worlds with all setting maxed out, except for Minerals, which are set to frequent.

That is as expected, I have not been able to generate a large world either.  You can generate worlds of 125 years or less, which makes things even more complicated because it is not a problem related to the number of civs/sites/hist.characters in my experience.  I guess I will have to strip the mod down piece by piece in order to figure out what is causing the problem, that smaller histories work implies it is something to do with memory, while the size of the world implies it is something to do with geography. 
Title: Re: Forgotten Realms Direforged 2.6L
Post by: Pvt. Pirate on September 17, 2018, 01:52:10 pm
It is. I generated the worlds with all setting maxed out, except for Minerals, which are set to frequent.

That is as expected, I have not been able to generate a large world either.  You can generate worlds of 125 years or less, which makes things even more complicated because it is not a problem related to the number of civs/sites/hist.characters in my experience.  I guess I will have to strip the mod down piece by piece in order to figure out what is causing the problem, that smaller histories work implies it is something to do with memory, while the size of the world implies it is something to do with geography.
when creating any world bigger than small in vanilla, i get a crash from lack of RAM. so this is a Memory problem when soelcting a bigger world. i could however chose to create longer (than 125 years) history, though the process slows down significantly after 250 years. haven't tried with this mod yet.
Title: Re: Forgotten Realms Direforged 2.6M
Post by: GoblinCookie on November 11, 2018, 09:39:23 am
I have been spending the last month going through the dictionary to make fixes.  Along the way I discovered that certain words were actually missing because of the way that certain file names could not be read by the language generator.  I also reduced the number of entities for cloud giants and storm giants to 1 because they were quite the menace thanks to the game not understanding just how much creatures that big should eat but still understanding how deadly they are. 
Title: Re: Forgotten Realms Direforged 2.6M
Post by: GoblinCookie on November 11, 2018, 05:37:33 pm
Very sorry but it seems I forgot to actually move the new words into the game folder from the language-creator folder before uploading.  If there is one thing I hate, it's my bad memory. :-[ :-[
Title: Re: Forgotten Realms Direforged 2.6M
Post by: GoblinCookie on November 11, 2018, 05:46:56 pm
Had to fix it again, I don't think I even downloaded it properly from my memory stick in the first place.   :(
Title: Re: Forgotten Realms Direforged 2.6M
Post by: Pvt. Pirate on November 12, 2018, 10:09:50 am
Had to fix it again, I don't think I even downloaded it properly from my memory stick in the first place.   :(
*hugs GoblinCookie and pats him on the back* everything's alright, you're with friends here :)
Title: Re: Forgotten Realms Direforged 2.6M
Post by: GoblinCookie on November 12, 2018, 02:34:56 pm
*hugs GoblinCookie and pats him on the back* everything's alright, you're with friends here :)

 :D ;D Last night I went to bed at 4 am because I was so unnerved by managing to not upload the mod properly.

The problem with new releases is it results in playing the game, which results in more bugs being detected and more releases made in a truly world-destroying cycle.  It seems redcaps actually did not even exist because I forgot to replace the creature tag when I originally cloned the Carmine Fey.  I also forgot to tell everyone I added in 10 more words last release as well, most of them anatomical and particularly related to arthropods, stuff like chitin and spiracles (the means by which arthropods breathe). 

I wonder if the redcaps existance will totally alter how my world, The Ancient Reality develops from it's seed?
Title: Re: Forgotten Realms Direforged 2.6O
Post by: GoblinCookie on November 13, 2018, 12:08:43 pm
Released another subrelease to fix a number of typos in the dictionary. 

Also, I used to have 3 sisters but now I only have 2.   :'( :'( :'( :'(
Title: Re: Forgotten Realms Direforged 2.6P
Post by: GoblinCookie on November 18, 2018, 09:08:13 am
Because I am planning to release the next version of the dictionary I spent about a day's worth of time combing through the dictionary and removed a ton of bugs.  I also found four words, including the words for Tyrannosaurus and Tyrannosaurus People were duplicated.  Instability remains high, something is eating up memory like crazy causing worlds with higher specs to crash but I don't know what it is, any leads would naturally be welcome in this regard.  It could just be the sheer quantity of content, but I have not generally found this to be the case in the past, modern computers can process a near-infinite amount of raw information provided it 'makes sense' to them. 

Also about the spelling, I fixed a lot of spelling mistakes but maybe in the process I have bequeathed a kind of abominable hybrid between American-English and English-English upon the world.   ;) 8)
Title: Re: Forgotten Realms Direforged 2.6Q
Post by: GoblinCookie on November 23, 2018, 06:28:21 am
Lacedons used to be referred to as ghasts both in the plural form and in their descriptions.  With subrelease Q this is no longer the case.
Title: Re: Forgotten Realms Direforged 2.6Q
Post by: SQman on November 23, 2018, 01:31:48 pm
More on the topic of naming mistakes, male ethereal slayers are named 'female ethereal slayers'. I was wondering how my five female ethereal slayers managed to make a babby.
Title: Re: Forgotten Realms Direforged 2.6Q
Post by: GoblinCookie on November 24, 2018, 08:10:05 am
More on the topic of naming mistakes, male ethereal slayers are named 'female ethereal slayers'. I was wondering how my five female ethereal slayers managed to make a babby.

Unfortunately the file depot seems to be down at the moment, but I do very much love downloaders that report bugs.   :)
Title: Re: Forgotten Realms Direforged 2.6R
Post by: GoblinCookie on November 24, 2018, 10:55:34 am
With the File Depot back online I have released subrelease R, which means that male ethereal slayers are now properly labelled as such.
Title: Re: Forgotten Realms Direforged 2.6S
Post by: GoblinCookie on December 02, 2018, 09:11:57 am
While working on the vanilla dictionary I discovered that green tree frogs were being referred to as green-tree-frog-kittens.  This needed to be fixed in this mod also, so we now are on letter S. 

There is now nothing at all distracting me from adding in elves!  8) 8)
Title: Re: Forgotten Realms Direforged 2.6S
Post by: LtGreeneyes on December 10, 2018, 12:10:36 am
Posted to watch. :D
Title: Re: Forgotten Realms Direforged 2.6S
Post by: GoblinCookie on December 21, 2018, 07:37:17 am
I've returned from my sister's funeral.  Before I went I completed the physical forms (not the entities) of the sun elves and moon elves; Christmas is coming, which means I will probably get many more done.  ;)
Title: Re: Forgotten Realms Direforged 2.6S
Post by: Pvt. Pirate on December 21, 2018, 11:16:15 am
I've returned from my sister's funeral.  Before I went I completed the physical forms (not the entities) of the sun elves and moon elves; Christmas is coming, which means I will probably get many more done.  ;)
My sympathies.
I hope you find the time for griefing and friends to support you if necessary.
Also sometimes it's important to distract oneself with a more delightful topic and as i read DF is one of those to you.
Take your time to treat yourself well.
Title: Re: Forgotten Realms Direforged 2.6S
Post by: GoblinCookie on December 22, 2018, 06:26:02 am
My sympathies.
I hope you find the time for griefing and friends to support you if necessary.
Also sometimes it's important to distract oneself with a more delightful topic and as i read DF is one of those to you.
Take your time to treat yourself well.

 :)
Title: Re: Forgotten Realms Direforged 2.6T
Post by: GoblinCookie on March 08, 2019, 06:08:30 am
Great horned owls were not properly benign and were being killed by companions in adventure moment.  I have fixed that.

Another issue I have hopefully fixed is the issue in which dwarf fortresses were being placed in inappropriate climates because they were set to be supported by mountain biomes.  The problem basically meant they never, ever expanded from their starting location.  That is because unlike other sites a dwarf fortress must set up a hillocks nearby before it can create another fortress, other sites do not have that problem and so can thrive with mountain as their biome-support.  Now it should not happen that dwarf fortresses are set up on mountains unless they are in a location suitable for them to set up a nearby hillocks, allowing them to set up another fortress, possibly some distance away (dwarf fortress considers that to be more than a few hours walk!).
Title: Re: Forgotten Realms Direforged 2.6U
Post by: GoblinCookie on March 08, 2019, 08:19:01 am
In the previous subrelease I forgot to fix mountain gnomes.
Title: Re: Forgotten Realms Direforged 2.6V
Post by: GoblinCookie on March 09, 2019, 06:23:09 am
I have been forced to roll back some previous changes.  Mountain preference for dwarves and similar is back in.  The reason is that while frustratingly it can understand proximate biome during world gen, it cannot understand this when setting up new fortress, this not being the case for any other site.  What was happening is that they would fill the world with hillocks but they would never build any more fortresses aside from the one they started out with. 

I also solved what I call 'carpeting' by which the civilization creates a sheet of minor settlements in an enormous block.  How I did this is by eliminating biome support for anything other than rivers for most civilizations, this restricts the number of sites they can set up in a given area.  It also has another benign effect, it also tends to cause civilizations to actually establish clear borders and not build into each-others general territory too much. 
Title: Re: Forgotten Realms Direforged 2.6V
Post by: GoblinCookie on March 16, 2019, 09:33:07 am
I have finally finished up adding in trolls.  Normally this would not be news-worthy but I have made the trolls properly regenerate.  This was done by adding a syndrome to troll blood so that when it comes into contact with trolls it triggers them to turn into a special troll caste of the same gender in 200 ticks and then turn back again in 200 ticks.  The special troll caste is itself immune to the troll blood syndrome BUT the length of the syndrome is 400 ticks means that the troll will return to it's original caste in 200 more ticks.  Both transforming into and back to another caste causes all wounds to heal, so it works very well to simulate regeneration.

I also made troll body parts poisonous.  This isn't actually canon as far as I know but it makes sense of lore questions like why doesn't everyone just feed the regenerating trolls to your dire bears or what-have-you.  This was harder considerably than making trolls regenerate, the main problem was creating special troll materials that everyone does not think is food. 
Title: Re: Forgotten Realms Direforged 2.6V
Post by: squamous on June 22, 2019, 03:14:04 pm
Noticed something you might want to look into. I see a lot of wild monsters with the INTELLIGENT tag. While this may be lore friendly, the game is currently a little bugged last I checked, and intelligent creatures will not attack the player while encountered and will often behave strangely in other ways. If an INTELLIGENT creature is intended to be a dangerous encounter, it would probably be best to just remove that tag and give it innate skill appropriate to its danger level.
Title: Re: Forgotten Realms Direforged 2.6V
Post by: GoblinCookie on June 26, 2019, 06:45:44 am
Noticed something you might want to look into. I see a lot of wild monsters with the INTELLIGENT tag. While this may be lore friendly, the game is currently a little bugged last I checked, and intelligent creatures will not attack the player while encountered and will often behave strangely in other ways. If an INTELLIGENT creature is intended to be a dangerous encounter, it would probably be best to just remove that tag and give it innate skill appropriate to its danger level.

I know about this problem very well.  :)

All the intelligent creatures that are [INTELLIGENT] are also [BENIGN]; they should flee rather than attack the player.  The creatures that are intelligent are as a rule intended to not dangerous encounters.  A lot of creatures that according to the lore should be intelligent are treated as dumb predatory animals, the Chuul for instance ought to be an intelligent creature according to the lore but is instead are treated as nothing but a dangerous underground predatory animal by the mod. 

There is a balance in narrative potential.  A lot of creatures that really ought to be dangerous predators, the ettercap for instance are treated as lovely benign forest people because I see them as fundamentally compatible with civilisation, as in they have hands and an intelligent mind to go with it.  I felt their narrative potential was much greater as a pool of creatures that can join a civilisation than they would be as simply dumb predators. 

In any case after the elf release (which is nearly done at present) I will be making another beast release in which I will, along with adding more beasties in, go through the raws of creatures to make miscellaneous changes where that would be a good idea.  Problem is that I rather want to wrap this mod up so I can go mod Stellaris, but I am still tempted to go through the monster manuals to add more creatures.  Previously in the last beast release I annexed the D&D mod, but that was so full of bugs that I doubt it was less work than it would have been if I made the whole thing from scratch. 

An annoying element here is that the D&D canon contains a lot of creatures that blur the animal/human divide; but any attempt to do this in Dwarf Fortress merely results in animals that are theoretically also people which just makes them buggy animals without adding much.  A lot of things desperately need their own special form of entities, but present dwarf fortress entities not provide much options as regards creatures that are both fractious and predatory but also more intelligent than animals. 
Title: Re: Forgotten Realms Direforged 2.7A
Post by: GoblinCookie on June 30, 2019, 02:18:37 pm
So here it is, the long-awaited elf-release.  There are now such a thing as drow in the game for everyone who wants them to be in the game.  There are also the proof of the superiority of nurture over nature which are the Ondonti, the peaceful and nice orcs raised originally by priests of Eldath; before being enslaved by the Zhent's, because what better match for good orcs than evil humans.

Next up is a release focusing upon animals.  My general ambition is to make sure that there are animal people and giant versions of everything, except for sentient races derived from offworld.  This means we will probably be able to encounter our evolutionary ancestors the australopithecus and have human people with a taste preference for their meat, which really doesn't make them cannibals ;).  I also see a large number of animal related mods running about the place, I feel I will round them up and take the animals out (no sentient creatures) to add to this mod.  If I do not feel too impatient (this is unlikely) I may also do the same with various monster manuals. 

After that there are two other releases, both human themed before I will consider this mod essentially complete.  Both of them are about humans, the first will add humans of a mixed background in the sense of being of the general racial type (as opposed to a specific culture).  The second will add humans of specific cultural backgrounds, (like Baldur's Gate, Amn and so on) mixed in with both will be further non-human creatures and also cults that may be drawn from a number of racial backgrounds.  The first generic humans will have generated governments, because Toady One is headed to expand this feature of the game widely and will also be non-playable as a result.  A few of the specific human groups will be playable, but some will not be able to exist because of certain mechanics not being there (like magic). 

Once the second human release is completed I will compile a manual, draw out graphics for everything and then declare completion.  Having graphics will allow me to fit nicely into the Steam release when it comes out as well.
Title: Re: Forgotten Realms Direforged 2.7A
Post by: Pvt. Pirate on July 01, 2019, 03:10:04 am
https://en.wikipedia.org/wiki/Australopithecus#Inconsistent_taxonomy
maybe it would be wiser to do the cut between setient and nonsentient beings somewhere a little lower or leave a gap there. Also those beings don't appear in D&D Lore, so we could easily ignore their realworld existence.
Title: Re: Forgotten Realms Direforged 2.7A
Post by: GoblinCookie on July 01, 2019, 01:27:31 pm
https://en.wikipedia.org/wiki/Australopithecus#Inconsistent_taxonomy
maybe it would be wiser to do the cut between setient and nonsentient beings somewhere a little lower or leave a gap there. Also those beings don't appear in D&D Lore, so we could easily ignore their realworld existence.

It is not about D&D lore, it is about the consistency of the Dwarf Fortress lore, (which itself is basically a D&D setting's lore ;)).  How the DF world seems to work as far as biology in general is concerned is that there is a basic creature, a giant version of that creature and a sentient version of that creature.  For some reason the civilized sentient races of the world seem not to follow the general biological rules, there isn't a dwarf, a giant dwarf and a superhuman dwarf.  Presumably what must have happened is that the dwarf was originally a some-animal-person and then both the animal plus the giant version of it died out, leaving only the dwarf alive.  This is fine for a single case, but why can we not have the dwarf animal root still alive as is the normal situation?

Australopithecus is basically in between we are in dwarf fortress terms, australopithecus people.  There are enough species of them to probably make real-life ancestors for dwarves and elves rather easily, but will need to make up fictional creatures for a lot of them because they have strange colors, like green and gold.  The problem is that nobody seems to know which species of australopithecus we actually evolved from.  They seem to be grouped into gracile and robust australopithecus, we certainly derive from the former rather than the latter, so it might be best just to gloss over the exact species differences and go for gracile VS robust australopithecus, the latter could be the ancestors of dwarves.  I would then make up some fictional ape-like creature for elves to evolve from, so only humans and dwarves would have [MUNDANE] ancestors.
Title: Re: Forgotten Realms Direforged 2.7A
Post by: Pvt. Pirate on July 02, 2019, 08:35:29 am
okay, that way it makes sense again.
Title: Re: Forgotten Realms Direforged 2.7B
Post by: GoblinCookie on July 07, 2019, 06:17:30 am
It is sort of predictable, I finish a release, I end up playing the game, I end up playing the game in adventure mode and then I spot things that need fixing.  I had noted that the new elves were being a little too successful, 'carpeting' entire continents with their settlements.  That was because I implemented the anti-carpeting measure of restricting settlement to rivers after I wrote the raws for the elves not before, then forget to implement them for the new elves.

I also did a shoddy job of my new 'wing' harpy entity (the default vanilla harpies) because while I transferred them to a forest retreat I still left a lot of tags as they were for a dark fortress. 
Title: Re: Forgotten Realms Direforged 2.7C
Post by: GoblinCookie on July 07, 2019, 09:15:28 am
I noticed that a group of drow was naming itself after the dwarf god Berronar Truesilver, they can no longer use [GOOD] words to name stuff.
Title: Re: Forgotten Realms Direforged 2.7D
Post by: GoblinCookie on July 07, 2019, 01:40:12 pm
I noticed that the inferior norothor and thuldar's of the Duergar were missing their [SITE] tokens.  This was not a problem, except in Post-Gen when it is possible for empty caves to be colonised by cave civs which previously were 1-site only.
Title: Re: Forgotten Realms Direforged 2.7E
Post by: GoblinCookie on July 08, 2019, 01:18:23 pm
I thought that the drow and orogs had non-surface entities but was wrong.  I also thought that there would also be more than one sister of Synnoria.  These things are now the case.
Title: Re: Forgotten Realms Direforged 2.7F
Post by: GoblinCookie on July 09, 2019, 02:42:59 pm
When my world the Environment of Oxymorons stopped generating from it's seed with the last subrelease there was a lot of hair-pulling to be done.  The problem it turns out was that I had not given the orog and drow creature the necessary tags for a layer-linked creature.  This was causing crashes to happen, I can now manage to generate medium worlds again.  I also fixed some duplicate [ASSERTIVE] tokens in the Drow entity.  I think I will now go through all the layer-linked creatures in the game to see if they are all actually working to see if I can get large worlds working again, but that is tommorow.
Title: Re: Forgotten Realms Direforged 2.7G
Post by: GoblinCookie on July 10, 2019, 10:14:53 am
As I said I would, I went through the [LAYER_LINKED] entities and found that a number of them, such as the Grimlocks were missing vital information.  Doing so SEEMS to have fixed the major cause of instability that had been bugging me for a while, I finally have managed to create a large world which I could not do for quite a while; it seems that having layer linked entities lacking the needed info about level and biome causes a major memory hole in the game, which causes it to crash. 
Title: Re: Forgotten Realms Direforged 2.7H
Post by: GoblinCookie on July 11, 2019, 10:58:12 am
While trying in vain to generate more functional large worlds it dawned on me, where are the trolls?  It seems that I broke the entity that the trolls have, either by adding in a [CHAT_WORTHY] leader that isn't the big boss, by defining what site they would have twice or both.  That meant that only worlds with no trolls didn't crash, so all my worlds had no trolls in them therefore.
Title: Re: Forgotten Realms Direforged 2.7I
Post by: GoblinCookie on July 12, 2019, 10:28:09 am
It turned out I hadn't fixed the trolls afterall.  The problem was that I left out the [SITE] token for the trollop (I keep doing this!) which would not normally crash the game but is still an error, except said token contains a [LAW_MAKING] and a dark pits civ cannot have two of these at the civ level, even if all but one are not [CHAT_WORTHY].  The problem with large worlds crashing on completion of world-gen persists, the problem is I actually need the seed of a world that will reliably crash to test it.  I wonder if Dwarf Fortress will accept words as a seed to generate a world?
Title: Re: Forgotten Realms Direforged 2.7J
Post by: GoblinCookie on July 29, 2019, 11:38:53 am
Having spent weeks trying to track it down, I finally located the bug that was causing large worlds to crash.  I did it by reverting back to vanilla and adding more files from my mod gradually.  Using my own name as a random seed, I generated a world called the Mainland of Representations (with all the language files in) and kept generating it over again with more files until it stopped working.  The bug was in the creature_direforged_megabeast file and was actually contained in the walker in frost entry.  I had to recreate the whole creature raw from scratch to eliminate invisible file corruption, but it seems to have worked since when I copied the modified file into the main mod I was able to generate Mainland of Representations without it crashing.
Title: Re: Forgotten Realms Direforged 2.7J
Post by: tiff on August 14, 2019, 07:39:10 pm
Having spent weeks trying to track it down, I finally located the bug that was causing large worlds to crash.  I did it by reverting back to vanilla and adding more files from my mod gradually.  Using my own name as a random seed, I generated a world called the Mainland of Representations (with all the language files in) and kept generating it over again with more files until it stopped working.  The bug was in the creature_direforged_megabeast file and was actually contained in the walker in frost entry.  I had to recreate the whole creature raw from scratch to eliminate invisible file corruption, but it seems to have worked since when I copied the modified file into the main mod I was able to generate Mainland of Representations without it crashing.

That's great! I'm excited to play the new version.
Title: Re: Forgotten Realms Direforged 2.7K
Post by: GoblinCookie on September 08, 2019, 01:19:03 pm
Now I have the words all sorted for the new full release I have been getting around to fixing one of the annoyances of the mod, the massive populations of massive GIANTS.  This was done by controlling the biome limitations of all farming giant civs (the problem) so they basically can only appear near lakes.  In the process I realised that orchards were a seperate thing, vital for forest retreat food supply and were missing in a number of forest retreat civs.  In a probably less than effective effect to make certain under-performers (carnivorous civs that are not dark fortresses), I released them from the normal limitations on civs that keep them from settling except near rivers.  I also made a few more cave civs thieves to compensate for the vanilla kobolds loss share of that 'market'.

I do however need help.  I encountered a missing word in a string, I had a land mass called simply the Continent.  Problem I cannot get the true name of continents (untranslated) anywhere in the game, so I do not know where to find it in the files.  If anyone knows how to access the true name of continents (as opposed to regions), or can find out what the word is I would be happy to hear from them. 
Title: Re: Forgotten Realms Direforged 2.7L
Post by: GoblinCookie on September 15, 2019, 07:58:59 am
While making the next version of the mod I was renaming the resized items in the game to use something other than a description of the code-size of the creature and I realized I could simply integrate that into the earlier version with no problem.  The items use adjective names, before what was called a Size 60k battleaxe, is now called a Dwarf-size battleaxe, the names are somewhat arbitrary (I could have gone for elf-sized instead) but they look better when read in the game log I think.
Title: Re: Forgotten Realms Direforged 2.7M
Post by: GoblinCookie on September 23, 2019, 04:12:30 am
I made a mistake in the last subrelease, I changed the adjectives for the new items but not the base items that were human sized.  I have now removed the adjectives from those items altogether.
Title: Re: Forgotten Realms Direforged 2.7M
Post by: GoblinCookie on October 13, 2019, 06:52:38 am
At the moment I am integrated a batch of other's mods for the next release of this mod.  At present the list is as follows.

Creatures of Myth and Legend (http://www.bay12forums.com/smf/index.php?topic=148427.msg6025933#msg6025933)
By
Corondum (http://www.bay12forums.com/smf/index.php?action=profile;u=95847)

Deeper Dwarven Domestication (http://www.bay12forums.com/smf/index.php?topic=123155.0)
By
Wannabehero (http://www.bay12forums.com/smf/index.php?action=profile;u=74033)

Domestically Bred Dwarven Beasts (http://www.bay12forums.com/smf/index.php?topic=171979.msg7845719#msg7845719)
By
Vettlingr (http://www.bay12forums.com/smf/index.php?action=profile;u=116298)

Dwarf Caramel (http://www.bay12forums.com/smf/index.php?topic=80901.0)
By
AdeleneDawner (http://www.bay12forums.com/smf/index.php?action=profile;u=26945)

Lands of Duality (http://www.bay12forums.com/smf/index.php?topic=170730.msg7763808#msg7763808)
By
ZM5 (http://www.bay12forums.com/smf/index.php?action=profile;u=107591)

Meph's Training Rooms (http://www.bay12forums.com/smf/index.php?topic=174577.msg8019473#msg8019473)
By
Meph (http://www.bay12forums.com/smf/index.php?action=profile;u=61165)

Voliol's Various Vivants (http://www.bay12forums.com/smf/index.php?topic=170936.msg7778373#msg7778373)
By
Voliol (http://www.bay12forums.com/smf/index.php?action=profile;u=114686)

All of these are creature packs, with the exception of Meph's Training Rooms which is not.  This is in keeping with the theme of the next release, which is an expansion of the wildlife of the mod.  I might also introduce more creatures from the D&D pack or even Knight Otu if he returns to modding. After I have introduced the new creatures, I will go through everything that is not an immigrant colonist to make sure it fits into the animal-person/giant animal/regular paradigm.  That will give me the opportunity to make changes/improvements and fix bugs as well, some of them not even of my doing.
Title: Re: Forgotten Realms Direforged 2.7M
Post by: tiff on September 05, 2020, 10:17:10 am
Hey, is this abandoned now?
Title: Re: Forgotten Realms Direforged 2.7M
Post by: Shonai_Dweller on September 05, 2020, 10:34:12 pm
Hey, is this abandoned now?
Hope not. But I think Goblincookie got himself banned.
Title: Re: Forgotten Realms Direforged 2.7M
Post by: Luckyowl on September 07, 2020, 11:39:37 am
What did Goblincookie do to get himself banned?
Title: Re: Forgotten Realms Direforged 2.7M
Post by: tiff on September 17, 2020, 08:19:00 am
Hey, is this abandoned now?
Hope not. But I think Goblincookie got himself banned.
Oh wow, look at that.

It looks like he's still updating this on the depot. Hopefully I'm not breaking any rules by linking to it, but here:

https://dffd.bay12games.com/file.php?id=10490
Title: Re: Forgotten Realms Direforged 2.7M
Post by: Shonai_Dweller on September 17, 2020, 04:39:55 pm
Hey, is this abandoned now?
Hope not. But I think Goblincookie got himself banned.
Oh wow, look at that.

It looks like he's still updating this on the depot. Hopefully I'm not breaking any rules by linking to it, but here:

https://dffd.bay12games.com/file.php?id=10490
That's good. Seems like a lot of work went into this mod. Figured it should make a comeback once Steam is released.

Toady's ban list is here:
http://www.bay12forums.com/smf/index.php?topic=80245.0