Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Krantz86 on September 16, 2011, 10:55:37 am

Title: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Krantz86 on September 16, 2011, 10:55:37 am
                                                           WARHAMMER: FORTRESS
hello to all guys, we're a group of modders and we're working on a Warhammer Total Conversion, with YOUR help we'll complete it, Join us!


FEATURES:
Spoiler (click to show/hide)

HOW TO INSTALL
Spoiler (click to show/hide)

DOWNLOAD THE LAST VERSION: V1.4.1 - CLASSIC
Spoiler (click to show/hide)
DOWNLOAD THE LAST VERSION: V1.4.1 - modified PHOEBUS TILESET
Spoiler (click to show/hide)

OPTIONAL FILES
Spoiler (click to show/hide)

i hope to work with you guys
Krantz
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Deon on September 17, 2011, 05:01:16 am
It's not a good idea to capitalize creature names. Make them starting with a small letter, otherwise they will look weird in a context.

Since nobody has managed to create a FULL warhammer mod, maybe you will be able to do it in a group?
Ask those guys:
http://www.bay12forums.com/smf/index.php?topic=90971
http://www.bay12forums.com/smf/index.php?topic=48008

All in all, my best advice is to start making the framework by yourself. If you don't know how to do something, make a placeholder there. Once you have more or less solid stuff, release it as 0.1. It will attract a lot of help in a form of helpful posts, code and suggestions, as well as maybe sprite artists (for sure, hehe).

Just do it! ;)
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: mrtspence on September 17, 2011, 08:20:37 am
Hey! I have a pretty-damned-fleshed-out Chaos Warrior mod (which I am planning on tweaking in a little while--I haven't abandoned it, but school life owns my game life xD) which you would be welcome to use. It also can come with a barely-realized Daemons of Chaos mod that provides them as reasonable enemies.

So feel free to use it in its current iteration whilst I slowly patch and update it. Just give credit.

I also am about 50% through a Lizardmen mod. It's not done enough to be used though.

Maybe this will be the one that will work!
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Dsarker on September 17, 2011, 08:50:25 am
I'd be happy to help out.

You want Bestigors, iirc.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Teneb on September 17, 2011, 07:56:58 pm
I'd be happy to help, also.

Beastmen will need to, of course, be divided into castes. Ungors, Gors, Bestigors, Bray Shamans. Can't remember if Centigors count as real beastmen or not.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Agent_Irons on September 17, 2011, 09:17:39 pm
For some reason I read this as "Warhammer 40k" for reasons unknown. That could be awesome too. In the grim dark of the far future...

I may make that. Brb.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 18, 2011, 04:55:06 am
I'd be happy to help, also.

Beastmen will need to, of course, be divided into castes. Ungors, Gors, Bestigors, Bray Shamans. Can't remember if Centigors count as real beastmen or not.


yeah, as for beasmen i've only added the Bestigor for now because i needed a race that dwells in forests to keep those frisky elves at bay in worldgen, now dwarves survive 20% more in worldgen because the elves don't have the forest monopoly!
if you want to work on the beastmen PLEASE DO SO i'm totally new to modding, here the raws feel free to trash them and start anew
CREATURE
Spoiler (click to show/hide)
CIV DATA - i aimed only to make them evil anarchic cannibals
Spoiler (click to show/hide)

at first i'd like to add a race then we can tune it by adding the correct equipments and religious differences (i plan to add CHAOS powers later ingame)

Hey! I have a pretty-damned-fleshed-out Chaos Warrior mod (which I am planning on tweaking in a little while--I haven't abandoned it, but school life owns my game life xD) which you would be welcome to use. It also can come with a barely-realized Daemons of Chaos mod that provides them as reasonable enemies.

So feel free to use it in its current iteration whilst I slowly patch and update it. Just give credit.

I also am about 50% through a Lizardmen mod. It's not done enough to be used though.

Maybe this will be the one that will work!

Testing them right now, thanks mrtspence for the permission
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: CaptApollo12 on September 18, 2011, 05:42:21 am
Skaven = Kobolds with skillz and ogre rats! I love it!!!
If we can play as dwarves I shall have slayers. We need hairstyles of orange crests!
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 18, 2011, 06:34:44 am

adventure mode reactions added (you can mine and smith equipment or gather branches and craft wood equipment for the treehuggers)
Chaos warriors added just one more race and the version 0.01a will be released
if anyone want to join officially just apply here and tell me on what you want to work



Skaven = Kobolds with skillz and ogre rats! I love it!!!
If we can play as dwarves I shall have slayers. We need hairstyles of orange crests!

skaven will be hard to add i fear, for the warpstone related issues



Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Teneb on September 18, 2011, 10:41:32 am
I'll work on the beastmen.

Warpstone effects should be do-able in the next version with curses and all that. And yes, we must have slayers.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 18, 2011, 12:30:33 pm
we must have slayers.

i'm trying right now, but i absolutely need a hand expecially on the cosmetic part, here my first try (testing now)

Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Teneb on September 18, 2011, 01:16:05 pm
As stated before in this thread, don't use capital letter when stating names and such (example:[CASTE_NAME:slayer:slayers:dwarven]



I made a creature, entity and body file (because of centigors) for beastmen, but it seems they are too big to place here, so I uploaded them (link (http://dffd.wimbli.com/file.php?id=4953))



EDIT: you'll need to make a language file to go with them, but that shouldn't be a problem.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Shintaro Fago on September 18, 2011, 02:30:07 pm
I guess I could help with the mod working on humans (because I love playing as them in the fortress mode). Is there any good Warhammer wiki I could learn from? I've been a 40k guy myself.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 18, 2011, 03:14:01 pm
ok beastmen added and 10+ 500y 65x65 worlds generated, results:
Humans:8
Dwarves:7
Elves:9
CHAOS:8
Beast:0

for some reason they can't seem to survive, i'll check further

FIXED:
Spoiler (click to show/hide)

now i have a couple of questions for Deathsword:
1 - are you interested in making them civ playable? if so remove the nosleep, noeat and nofeed tags, i know that they make the race survive better in worldgen but i think it's unbalanced for fortress mode
2 - isn't a 50y lifespan a little low? i mean there are some (lore) Drakwald forest dwellers that are centuries old.
at least you should give them at least a humanlike lifespan 60:120
3- are you willing to add a version for patch purposes?
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Teneb on September 18, 2011, 05:34:12 pm
Non-playable, we need stuff to attack us after all. And sorry for that typo.

Increase their life-span if you want, I just thought it would be adequate, considering they mature when they reach 5 years of age.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: NobodyPro on September 18, 2011, 11:28:33 pm
I could do skaven and/or vampires.
Separate skaven clans or mixed?
The four kinds of vampire could be separate night creature types in the next release i.e Necrarchs build towers with undead armies but Lahmians infiltrate towns and nobility (vampire cults confirmed in next release).
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 19, 2011, 04:42:58 am
I could do skaven and/or vampires.
Separate skaven clans or mixed?
The four kinds of vampire could be separate night creature types in the next release i.e Necrarchs build towers with undead armies but Lahmians infiltrate towns and nobility (vampire cults confirmed in next release).
since i'm a vampire fan i'm drooling at the idea of them walking around (i'm already working on them, my actual progression on them:
i'm working on standard(Von Carstein) structure for vampires (NONPLAYABLE RIGHT NOW) with their own minions:
Vampires         - an humanoid that feel no pain nor fear and that his/her only weakness is dismemberment of decapitation
Skeletons        - Nonlearning minions
Zombies(pets)  - they're just cannon fodder
Ghoul              - bigger than humans, poisoned claws that cause suffucation and dizzyness
Wrathguard      - Elite Skeletons with buildt in full armor and weapon (to represent own cursed items and weapons) they wont use any other equipment
Vargulf            - Walking nightmare, very fast , very deadly and he is even harder to kill than a vampire his fangs are harder than steel
Ghosts, etc      - kinda trying create an ethereal attribute

later i planned to add more kinds of vampires (Necrarchs with black magic attacks, Lahmians cause nearby creatures to drop their guard thanks a syndrome emitted, and at least the followers of Aborash who can kill a dragon with their superior martial skills)

that was my project but if you want to take over feel free, i'll keep working on dwarves, right now i'm adding the kraka-drakk slayers


Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Shintaro Fago on September 19, 2011, 08:45:15 am
I should have the basics for Bretonnia today, should I bother with custom workshops?
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 19, 2011, 10:48:35 am
you should concentrate on the race at first, you can add workshops for fortress mode later
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Shintaro Fago on September 19, 2011, 11:03:23 am
The race is kinda ready, with 4 custom castes (nobles that rule and become knights, pilgrims who go into martial trances, champions that make great grail knights and peasants doing everything else [60% of the race]), custom positions (like landlord, questing knight, docteur) and french-like language. Custom workshops would flesh it out a bit but I'm no warhammer lore expert, will have to read something about them.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: EggFibre on September 19, 2011, 12:35:36 pm
I've got my Ogres that I need to do something with. Do they need to be playable, or just an enemy race? Also, do you want me to do the various Ogre creatures? I have Gnoblars, SabreTusks and Rhinoxes nearly finished. I'm still working on getting the new ones done. One problem I am facing is that basic Ogres are fairly OP. I originally tries to counter this by not allowing them traps, but that won't make a difference if they're attacking you. Any ideas on how to make them more fair? Possibly limit the materials to iron/copper.

I have both the Civ and Creature Raws for the Ogre Kingdom, and they should be finished by the end of the week, if that's ok with you. If not, I can post them in their current state on Wednesday.]

Also, if your interested, I've been working on some demons for a 40K mod I've been trying to make. They're pretty complete, so if you need them, possibly to intergrate into the Chaos Warriors, just ask. If someone's already working on demons, then sorry, but you can use what I have if you need it.

I'm really looking forward to seeing this all put together. Warhammer Rules.

EggFibre~
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 19, 2011, 02:52:40 pm
sadly testing resulted in a delay for Bretonnia...

EggFibre
there  are 3 options:
release a Ogre Kingdom alpha of them as worldgen enemies (like the beastmen, gobling..)
release them as Neutral like vanilla elves, humans and later keep patching them to allow fortress mode and fix balance issues(i tend to prefer this one)
release them directly playable in fortress mode
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: EggFibre on September 19, 2011, 03:12:11 pm
I'll take option 2.

Ogres are neutral in the fluff, so it makes sense. I'm happy to keep working on them in the future too.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Black_Legion on September 20, 2011, 01:23:36 am
I'd love to do the Dawi Zhar... but implementing the chaos dwarves' trademark siege weapons would be impossible in the current system. Their fire magic could be straight forward but I'd think to really nail it I'd have to wait for the next release with the interaction shenanigans, especially with the petrification.

Making cloven hooves, curly "byzantine" beards, and tusks should be trivial. Most of their armor and weapons could be taken from dwarfs themselves with a few modifications for the immortals obsidian/stone armor and the blunderbusses they wield. The only problem is according to fluff they ted to use slave races like the greenskins instead of their own troops and I don't think slave races work well so far... unless a nice work-around has been found.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 20, 2011, 04:43:49 am
Zhar Naggrund's dwarves issues aren't insormontable:
Siege machines like Inferno cannons? they are more like caged daemons anyway, so you can make them into nonorganic wheeled fire spewing nasty tempered creatures
Slaves, just add some castes that can field goblins, orks on the field as underling
about the CD curse, you can suppose that since the petrification increase with age and magic usage higher caste CD have about 70/80% of their skin turned into stone

just try to be creative, remember they don't necessarily need to playable at the start, just add them as world threat (ps please make them live in savage mountains/plains) so we can field another race


MESSAGE FOR ALL, WE NEED JUST 1 MORE RACE
we have CHAOS WARRIORS 80-90% done fortress mode compatible
we have BEASTMEN 50-60% done as opposing force
we have BRETONNIAN KNIGHTS 20-30% done as neutrals
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Black_Legion on September 20, 2011, 10:42:00 am
The siege engines can be made with some more creative body raws. Though as an after effect we could se some FBs carting around on metal wheels, the powers of Chaos are strong in deed. I'll start working on thr Chaos dwarves but I might not have anything till friday at the minimum due to some of the material and body raws that night need to be made. I haven't done anything with flame templates and breath mechanics. Should be fun.


I am astonished no one has suggested the cockney soccer hooligans, aka the orcs.
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Shintaro Fago on September 20, 2011, 02:21:03 pm
Tried my best to keep as close as I can to the fluff and with comments from Krantz86 I guess we are pretty close to the original Bretonnia.

Honor and Chivalry: Bretonnia Faction add-on for a Warhammer Universe TC v.20
######
######
######
######
######
######
######

Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer universe TC
Post by: Krantz86 on September 20, 2011, 03:16:15 pm
mmh, seems way better than the alpha, i will post the alpha of the TC in the next 12h, in the meantime feel free to test the dwarf runic system and post comments and suggestions

http://dffd.wimbli.com/file.php?id=4960

armors coming soon
Title: Re: fans and modders requested for a Warhammer universe TC - Alpha Incoming
Post by: Teneb on September 20, 2011, 04:59:59 pm
I'll try to expand the beastmen to make them playable, but I can give you no timeline on that. Until that, leave them as they are.
Title: Re: fans and modders requested for a Warhammer universe TC - Alpha Incoming
Post by: Black_Legion on September 20, 2011, 06:09:30 pm
Should Chaos Dwarves be playable, and if so what unique workshops should that have? The most iconic thing I've found could be a sacrificial "cauldron" that could give various boons. Maybe some more sinister trap components?
Title: Re: fans and modders requested for a Warhammer universe TC - Alpha Incoming
Post by: Teneb on September 20, 2011, 06:50:35 pm
I'll probably use some weapons/reactions/buildings from the Chaos Warriors mod, if that's okay (since it'll be part of the mod)
Title: Re: fans and modders requested for a Warhammer universe TC - Alpha Incoming
Post by: Black_Legion on September 20, 2011, 07:29:11 pm
I'll probably use some weapons/reactions/buildings from the Chaos Warriors mod, if that's okay (since it'll be part of the mod)

Does the chaos warrior mod have chaos armor implemented? I believe that could be useful to the chaos dwarves as that tends to be their standard equipment. I just need to dig around for that mod and ask permissions.
Title: Re: fans and modders requested for a Warhammer universe TC - Alpha Incoming
Post by: Teneb on September 20, 2011, 07:42:16 pm
I'll probably use some weapons/reactions/buildings from the Chaos Warriors mod, if that's okay (since it'll be part of the mod)

Does the chaos warrior mod have chaos armor implemented? I believe that could be useful to the chaos dwarves as that tends to be their standard equipment. I just need to dig around for that mod and ask permissions.

Last time I checked, it didn't. It did add chaos weapons and reactions to ask for blessings. Walking into a chaos town as a Gor and being killed by a Chosen of Khorne was quite nice.
Title: Re: fans and modders requested for a Warhammer universe TC - Alpha Incoming
Post by: mrtspence on September 20, 2011, 10:46:38 pm
@Deathsword: Please feel free to use any chunks of my mod (including RAWS) as long as you give me credit for it.

@Black_Legion: I actually added in a Cuirass (a better chest piece with better coverage), so now their entire bodies can be encased in armour pretty effectively. So you can easily make a suit of good and proper chaos armour out of Blood Steel (custom metal I have in there that is hard to make and requires sacrifice and much refinement, but is like really heavy adamantine) to fulfill all your defensive and fluffy needs. Didn't feel a need to remake an entirely new piece of armour for each bodypart when the existing stuff (minus the breastplate) was accurate.

It also adds a large number of custom buildings and reactions, from burning flesh to make charcoal to what is essentially a (usually lethal) blood sacrifice to enrich metals and rock.

I would also like some opinions on the Staff of Tzeentch, if you get around to that. It currently shoots bolts of Chaos Energy, which ignites in blood (also why Chaos Warriors run a little cooler than the rest of them, to avoid it instantly bursting into flames). Currently it doesn't extinguish (you've gotta atom-smash it to get rid of it) which I think is ok and fluffy (you are trying to harness raw chaos! There are risks!), but if people find it too much of a pain, I will give it a melting/vapour point.

Ya, Chaos Khorne Champions are the scourge of adventure mode. They mean business.

Also, just posted an update to my Warriors of Chaos Mod. Check that here: http://dffd.wimbli.com/file.php?id=3612

Here is the relevant part to the changelog:
0.4b
-Greatly increased the size of the Chaos Warriors/Champions.
After reading more fluff and looking at how people get massively heavier as they get taller
(if retaining their original proportions). ie. an 8 foot tall norseman would be closer to 600 or 800
pounds than 300 or 400. Now they won't be built like twigs :D

-Tweaked the entity file so that Chaos Warriors will siege sooner.
-Changed the descriptions of leaders/etc. in the entity file. Now enjoy Chaos-y names for your mayors, militia commanders, etc!

-Added Chaos Crusaders, who should be a hostile, non-player-controllable race (essentially clones of Chaos Warriors) that will be able to use the God Weaponry.
They are going to be brutal enemies indeed. May need more testing though, and if they are causing trouble, just go into the entity file and remove them.

Cheers!
 
Title: Re: fans and modders requested for a Warhammer universe TC - Alpha Incoming
Post by: Krantz86 on September 21, 2011, 03:14:49 am
FINALLY, after about 4h of  cross references i managed to fix about 6 pages of bugs, typo, etc.
now the error log is an acceptable half page( i'll keep working).
here the first release of the Warhammer Total Conversion Mod, i hope everyone can enjoy it

Download Link:
Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: mrtspence on September 21, 2011, 07:01:04 am
Excellent! Looking forward to this!

Progress has been startlingly fast so far, hopefully it can continue at even a fraction of this pace.
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Stronghammer on September 21, 2011, 09:31:01 am
Posting to watch, also question, in your readme you say there are slayers included, however i could not find them. However i suppose i may be mistaken, thanks and keep up the great work i would love to see my favorite theme of dwarves come out.
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Shintaro Fago on September 21, 2011, 09:40:30 am
Genned a new world. There are two huge islands. On the first one I'm at war with humans and bretonnians and on the other side elves and beastmen. Delicious!
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Krantz86 on September 21, 2011, 09:49:52 am
GOSH! i forgot the dwarves! *Hammering my head against the wall* i'll fix it immediately!

*fixed* i added the entity_default and creature_standard.... i'm sorry guys, i had so much in my hands that i totally forgot the basics, now you can download them again to see SLAYERS, GROMRIL, RUNIC WEAPONS, now i just need to learn how to add cosmetic changes to a caste
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Shintaro Fago on September 21, 2011, 09:54:35 am
Strange, embarked as chaos humans but embark doesn't give me any option to buy drinks. Can anyone confirm?

E: but I can buy blizzard men for 1 point each.
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Krantz86 on September 21, 2011, 10:06:10 am
i just tried 6 gens and no issues seen
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: mrtspence on September 21, 2011, 11:05:15 am
Strange, embarked as chaos humans but embark doesn't give me any option to buy drinks. Can anyone confirm?

E: but I can buy blizzard men for 1 point each.

Your starting civ likely spawned in a glacier or a tundra. Since chaos warriors don't have underground farming and there can't Be aboveground crops in glaciers for gen purposes, you won't be able to embark with plant products like that. Just like how you sometimes cannot make highboots as dwarves if your home civ can't. Glacier would also explain the blizzard man as a pet option. The only way to make chaos able to have juggernauts/horrors/etc was to make them evil pets, which means you could take other evil beings as pets in your home civ area. The issue is that the game doesn't assign most creatures pet values, so when they become available as pets, they are almost free.
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Teneb on September 21, 2011, 11:47:06 am
Here's a playable beastmen race, a bit bare, but useable.

relies on stuff added by the chaos warrior part of the mod, wich is not included in the files uploaded by myself

link (http://dffd.wimbli.com/file.php?id=4953)


EDIT: re-uploaded, forgot to remove [SLOW_LEARNER] from the beastmen
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Krantz86 on September 21, 2011, 12:47:07 pm
uhh, i think i just found a little bug here, chaos civs doesn't have access to the new chaos buildings, to be specific
in entity chaos the entries missing are:
[PERMITTED_BUILDING:BLOOD_FOUNDRY]
   [PERMITTED_BUILDING:ALTAR]
   [PERMITTED_BUILDING:CHARNEL_FURNACE]
   [PERMITTED_BUILDING:SHRINE]
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: EggFibre on September 21, 2011, 12:54:42 pm
Hey guys, congrats on getting version 1 up. I'll download and test later.

I'm trying to get my Ogres ready for possibly version two. I've built some custom creatures. How do I let the Ogre use them? I could just leave them out for now and I'll work on them later if it's easier though.

I could try and get the Civ and Ogre_Creature Raws to you now to have a look at, if you want them. What would be the easiest way to get them to you? Post them up and let you copy them into the appropriate files?

I'll go through them now, to make sure everything I want for now is there.

Cheers,
Egg.
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Shintaro Fago on September 21, 2011, 01:14:14 pm

Your starting civ likely spawned in a glacier or a tundra. Since chaos warriors don't have underground farming and there can't Be aboveground crops in glaciers for gen purposes, you won't be able to embark with plant products like that. Just like how you sometimes cannot make highboots as dwarves if your home civ can't. Glacier would also explain the blizzard man as a pet option. The only way to make chaos able to have juggernauts/horrors/etc was to make them evil pets, which means you could take other evil beings as pets in your home civ area. The issue is that the game doesn't assign most creatures pet values, so when they become available as pets, they are almost free.
yeah, must be the reason. DF never fails to surprise me even after those years.

Also most of the magic items from the armybook is ready but I'm not sure how to add them. There are three options:
a) Blessed Lake - throw a normal weapon into a workshop and have a chance it gets magical or lose said weapon (easiest),
b) Enchanted  Forge - custom recipes for each item using bones, gold bars and other stuff (will take a long time),
c) Mood - buff them even more and leave as mood only stuff (very, very rare).
(http://gmclan.org/uploader/4365/bretonnian_v_04.png)
Title: Re: fans and modders requested for a Warhammer TC - Alpha RELEASED
Post by: Stronghammer on September 21, 2011, 01:30:43 pm
Hey sorry to be a pain again, however is your download link in the opening post the new download link as i tried it again, and it does not seem to contain the slayers. Again great mod keep up the good work and sorry for bothering.
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: Krantz86 on September 21, 2011, 02:02:35 pm
FIXED
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: EggFibre on September 21, 2011, 02:14:16 pm
Here are the raws fir the ogres. Adapt and use as you see fit.

Civ Raws
Spoiler (click to show/hide)

Ogre Creature Raws
Spoiler (click to show/hide)

Please feel free to change them at your will. I'm sure they're not perfect, though they'll probably need bugfixing anyway. Much of the stuff in the Civ raws are designed for use with Ogres as the playable race, but I'm sure they'll actually run better as neutral opposition.

I'll also post raws for other custom creatures after this (post too large) to be implimented in any way you see fit.
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: EggFibre on September 21, 2011, 02:16:24 pm
Here is the code for Rhinox, Gnoblars and Sabretusks. I'm not sure how to make it so only Ogres may use them, but I'll leave that to more experienced Modders to figure out.

Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: Krantz86 on September 21, 2011, 03:00:22 pm
if you want to do them buy yourself, don't worry, you don't need to rush at anything, if you want a hand just ask, here some hints

about the ogre raws, in warhammer ogres use almost no medical treatment so i think you should remove infections, and secondary, their skin is way thicker than human one (an empire phisiologist who dissected an ogre said it was more like tanned leather) and their bones are harder.
don't get me bad i don't want to cause ruckus, those are just some suggestions, but humans,beastmen and chaotic followers use neraly the same  tissue structure (twisted or not) but ogres are definetly harder to cut.
second check the biomes, city cap values, and especially the ethics
third: Clubs, clubs, clubs... and the occasional gnoblar could be implemented as third caste(insted of pet) that will do most of the jobs
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: Isa on September 21, 2011, 03:48:42 pm
Will you add Slaaneshi, Tzeentchian, Nurglite and Khornate chaos factions?
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: mrtspence on September 21, 2011, 09:43:54 pm
Will you add Slaaneshi, Tzeentchian, Nurglite and Khornate chaos factions?

Didn't want to carve them up. But all of those gods have good representation in my mod--ie. champions of each god and super-nasty weaponry for each as well as pets like Juggernauts, and Horrors (minus Slaanesh, they don't have pets yet). If you want, you could be really evil and cull all the ones belonging to a different faction.

Also, I saw that the Ogres thought eating fallen enemies was unthinkable... Pretty sure that's like their forte. Maybe change that?
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: Black_Legion on September 21, 2011, 10:05:30 pm
I'm beginning work on the chaos dwarfs. They should be ready to siege some dawi in some form by the next few days. I think I will implement the inferno and the hell-cannon for some special creatures and mrtspence I may borrow a few weapons and ideas from your chaos warriors so CD's have some coherency with the others forces. Is that ok?
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: mrtspence on September 22, 2011, 08:20:44 am
I'm beginning work on the chaos dwarfs. They should be ready to siege some dawi in some form by the next few days. I think I will implement the inferno and the hell-cannon for some special creatures and mrtspence I may borrow a few weapons and ideas from your chaos warriors so CD's have some coherency with the others forces. Is that ok?

Ya, for sure. Just give me credit for the stuff you take and we're golden :D

I look forward to seeing how you do the artillery. The Hellcannon especially would lend itself well to being a creature. I'd be happy to take a crack at it if you don't want to, sounds like fun!
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: Krantz86 on September 22, 2011, 10:02:48 am
just a thing, i've alredy readied in a shelf the gunpowder and Bugman's beer ideas but i have to ask your opnion on this,
i always wanted to make trading more important so i thought about setting some stuff as import only, as you pèrobably know the XXX+ is a limited production beer so as dwarves we can't break laws by producing the Bugman's nectar right?

btw i just released the new patched version (0.2a):
Slayers fixed: Trollslayers and Daemonslayers (with corrected airstyle)
                      above mentioned guys learn military skills at twice the normal rate but won't gain skillpoints in armor/shiled nor with undwarvish weapons
various minor tweaks

link to v0.2a
Spoiler (click to show/hide)
i hope you'll like tha changes Krantz
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: Black_Legion on September 22, 2011, 10:07:53 am
@mrtspence, its not just hell cannons, bull centaurs will also make an aperance giving some access to truly punishing weapons.
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: mrtspence on September 22, 2011, 11:49:35 am
@mrtspence, its not just hell cannons, bull centaurs will also make an aperance giving some access to truly punishing weapons.

Bull centaurs? I'm not familiar. I suppose it's because I started playing the tabletop after Chaos Dwarves had already vanished into legend as an actual army. Could you elaborate?
Title: Re: fans and modders requested for a Warhammer TC - V0.1c
Post by: Black_Legion on September 22, 2011, 01:41:12 pm
@mrtspence, its not just hell cannons, bull centaurs will also make an aperance giving some access to truly punishing weapons.

Bull centaurs? I'm not familiar. I suppose it's because I started playing the tabletop after Chaos Dwarves had already vanished into legend as an actual army. Could you elaborate?

Picture
Spoiler (click to show/hide)

In general:

Chaos Dwarves were generally mutated in one of three ways:
“Chaos Dwarf” – their lower canines lengthened and broadened into stubby tusks, and their minds were turned to cruelty and dark pride.
“Bull Centaur” – as well as growing tusks, their lower bodies warped into those of red-furred bulls, making them like the Centigor of the Beastmen (Centaurs). These dwarves became particularly savage and bloodthirsty, although they retained their warped intelligence.
“Lammasu” – losing all semblance of dwarf-kind, these were probably runesmiths or other wielders of magic to begin with, and were warped into vast, sorcerous beasts with black-furred bull bodies, the wings of a gigantic bat, and the grossly distorted and charcoal-skinned face of a Chaos Dwarf. They breathe Dark Magic, and while they are no longer truly sentient, manipulation of the Dark Winds is second nature to them.

from: http://z1.invisionfree.com/forums/Warhammer_Palace/index.php?showtopic=7304 (http://z1.invisionfree.com/forums/Warhammer_Palace/index.php?showtopic=7304)

Think angry dwarves who are also cavalry. They can wield great weapons.

** Edit/Update: The Chaos Dwarves are the proud owners of a whopping eight castes, 2 hoofed and non-hoofed "normal" dwarves. 2 Lammasu "noble beasts" and male-only sorcerers and bull centaurs. Body Raws for everyone!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Krantz86 on September 22, 2011, 04:06:25 pm
the (planned) addon of CD made me think, i'm planning to add a whole array of import-only products and changes:
Gunpowder, Bugman's Beer, more....

every dwarven fan knows that no self respectiong dwarf would walk outside a karak without a proper preparations but dwarves can't also break traditions so i would feel strange to see dwarves forging cannons and using the guild's(engineers) secrets openly on a outpost, so i was thinking on creating a new dwarven workshop INSERTNAME where dwarves can get some gear that is lore-friendly:
examples of the stuff i plan (already available on adventure mode for testing pourposes):

-Dwarven Masks like Iron Breaker's ones - mask that protects face, throat and most importantly beard!

-Dwarven Coats - in various stories i read dwarves who work outside commonly wear some sort of chainmail, and the dwarven coat disguise it cleverly, ingame they're chainmails with a dress style coverage(but they don't allow plated armor)

-Drills(planned but not added) - lateley dwarven miners often use alchool-powered drills to dig fast throught stone
-i'd like to add mine carts but is impossible

Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on September 22, 2011, 04:23:58 pm
We may want to bump up the [MAXAGE] of the dwarfs. I think Warhammer dwarves lives around 300-400 years easy if I have my fluff right.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Krantz86 on September 22, 2011, 04:46:07 pm
Fixed - you're right, it will be implemented in the next release, good job at noticing that, keep on with suggestion  guys!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on September 22, 2011, 06:20:27 pm
I've made some good progress on the Lizardmen. I'd put them at about 60% ready. Don't wanna bother putting them up until I can get that up to an 80%.

So far I have Saurus, Skinks, and Slann as the race. Kroxigors are pets that can learn and can equip items (means you are gonna have to feed them, I believe). Salamanders, Carnosaurs, Stegadons, and Razordons are on there way as well. No idea when it will be done though, school has a way of stealing my DF time!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on September 22, 2011, 11:07:49 pm
I'm thinking CD's with hooves(but not bull centaurs) should be more agile and quicker, but as tough as normal dwarves. This would leave one's with normal feet as tougher but slower providing an interesting dynamic between faster "assault oriented" troops and defensive "breakers". Basically the fluff doesn't make a distinction between Chaos Dwarves with hoofed feet and ones without that mutation but it seems it would add a more interesting mechanic to playing as them. Also I may move Lammasu from the creature raw to where the hell cannon will be as to preserve a sentient only list in the chaos dwarves main raw. The Lammasu is stated as mainly being a flying mount with mystical powers, barely sentient so this seems appropriate.

Any thoughts about the above or additions to be added to the followers of Hashut?
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Krantz86 on September 23, 2011, 04:18:20 am
lemmasu as mounts? i think they're more indipendent than that, they can summon shadow steeds to carry allies or hurl fireballs and exhude a miasma
check this page
http://whfb.lexicanum.com/wiki/Lammasu#.TnxNN2E0_Co

Quote
transporting allies on shadowy mounts
talk about shadow magic
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on September 23, 2011, 08:09:44 am
It's worth pointing out that hooves are deadly, deadly weapons too. Dunno if that will factor into that at all, but hooves are what make camels and horses the scourge of man (dwarves).
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on September 23, 2011, 11:57:36 am
I think I'll work with goblins/night goblins now (and squigs).

They'll be playable, but I think I'll leave them unable to dig, any opinions/ideas regarding that.

Might also add some "craft bone weapons" reactions, too.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Krantz86 on September 23, 2011, 02:28:35 pm
hi, i've just spent the day testing the mods, mainly the chaos mod, i think i've seen some issues, first from cultists to CW none equips i the armor pieces assigned, secod when using the great altar the game crashed, i've done some tests and there are 2 potential cuses;
-Death energy doesn't have a melting point
-the blood infusion reaction create 900 exploding boulders at once
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on September 23, 2011, 04:34:49 pm
hi, i've just spent the day testing the mods, mainly the chaos mod, i think i've seen some issues, first from cultists to CW none equips i the armor pieces assigned, secod when using the great altar the game crashed, i've done some tests and there are 2 potential cuses;
-Death energy doesn't have a melting point
-the blood infusion reaction create 900 exploding boulders at once
Have you checked the error log for that? Might be something that explains the errors in the chaos mod.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Krantz86 on September 23, 2011, 06:42:19 pm
the crash causes were the rections:
Spoiler (click to show/hide)

o changed
[PRODUCT:100:9:BOULDER:NO_SUBTYPE:INORGANIC:DEATH_ENERGY]
and it worked fine
for the equipipping issues, i have no clue
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on September 24, 2011, 12:20:23 am
Hmm, I've never had either of those problems before. Although it's been a while since I tested, maybe a patch came out that broke something.
Theoretically, making 900 of something WAS fine, I just wanted to make sure there was a dense enough cloud of gas. Maybe your rig had trouble with that specifically? Oh well, I can reduce that no problem if it's causing issues. Glad you caught that.
Note: -Reduce Death energy created to double digits.

The equipping thing might be because champions are so big that the other castes cannot wear them as the game only makes armour for the biggest members of a society. It was the only major thing I changed  with the latest patch, and they worked fine before.
-Note: -Pull sizes of castes closer together (I don't care if cultists can't wear armour though, they aren't meant to in the fluff really) to ensure that armour can be worn by all the right classes.

Ok. Great bugfixing so far, hopefully, if we catch enough of these, I can take it out of beta :D ! Keep it up!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on September 24, 2011, 12:48:53 pm

...

The equipping thing might be because champions are so big that the other castes cannot wear them as the game only makes armour for the biggest members of a society. It was the only major thing I changed  with the latest patch, and they worked fine before.
-Note: -Pull sizes of castes closer together (I don't care if cultists can't wear armour though, they aren't meant to in the fluff really) to ensure that armour can be worn by all the right classes.

...


This may throw a wrench in my plans for bull centaurs. They are about twice the size of a dwarf and it seems they would cause the equipment and armor to not fit the normal dwarves. I've already made the Lammasu a semi-megabeast so I'm wondering what alternatives I may have.

** Edited for random formatting issues
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on September 25, 2011, 11:01:00 am
New Version of the Warriors of Chaos mod is up addressing the issues found (huge thanks to krantz86 for finding them!).

Get that here: http://dffd.wimbli.com/file.php?id=3612

 -0.41b
-Normalized the size of Chaos Warriors and Champions to 380000 at adulthood. Warriors should now be able to wear armour again. Champions still have bigger size variance potential, so they will still end up being bigger most of the time
-Trimmed some reactions of their excess to remove a possible crash. Functionality is not changed in any way.
-Chaos Crusaders are no longer intelligent and can no longer speak. I believe this should make them more likely to be hostile.

I made these changes in like 5 minutes and am just genning a world right now, but I am almost certain that the armour-wearing issue is now a non-issue.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Shintaro Fago on September 25, 2011, 11:34:28 am
I've changed the chaos humans progress triggers to, if I remember correctly, one, and it's time to have the first bretonnians vs chaos battle.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on September 25, 2011, 11:48:46 am
Wow. Just released another SUPER important update to Warriors of Chaos mod. Just realized that somewhere along the line I removed the custom buildings from the entity file. They have been re-added.

Get that here: http://dffd.wimbli.com/file.php?id=3612

Also, my fix worked. Warriors can now equip armour perfectly well.

Productive times.

EDIT: Game just crashed when Infusing iron with blood. Very strange, this reaction has worked perfectly before, a recent patch may have caused something to fail. Investigating. Worse comes to worst, I will just remake the reaction from scratch and it should work again, but I'd rather isolate the problem and learn.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 02, 2011, 03:53:47 am
For all that is holy. Live! I'd like to see the implementations of lizard men and night goblins :/
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 02, 2011, 10:19:18 am
For all that is holy. Live! I'd like to see the implementations of lizard men and night goblins :/

Night Goblins are being done by me, mostly. I wasn't able to find the time to mod recently, but I have it now. Should gobbos have metal weapons?
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Synner on October 02, 2011, 10:24:10 am
Hello guys, i'm kind of new here and i'm not all that familiar with Warhammer but i played several of the vidya and i kind of enjoy the whole grimdark feel (fits like a wonder with DF) so i'd like to offer myself to draw the creature sprites for this mod, i only need the res and format to start and i'm kinda exited to do so, of course it's up to the modders but at least i'd like to give something for you guys to base your opinion on.

I guess i could draw enviorments too if things work out well.

BTW Deathsword, your sig's awesome, both of them but specially the fun one, made me proud of playing Dorf Fort  :'(
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 02, 2011, 10:29:53 am
Hello guys, i'm kind of new here and i'm not all that familiar with Warhammer but i played several of the vidya and i kind of enjoy the whole grimdark feel (fits like a wonder with DF) so i'd like to offer myself to draw the creature sprites for this mod, i only need the res and format to start and i'm kinda exited to do so, of course it's up to the modders but at least i'd like to give something for you guys to base your opinion on.

I guess i could draw enviorments too if things work out well.
Feel free to make a tileset for everything if you wish. I don't use tilesets, but other people do. We'd have to make two versions (tileset and ASCII), of course, but that's not too much of a problem.

Check the wiki for the information you might need

BTW Deathsword, your sig's awesome, both of them but specially the fun one, made me proud of playing Dorf Fort  :'(

I feel honored, but you should thank the people that actually typed that.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Synner on October 02, 2011, 10:55:38 am
Well, i not a big fan of tilesets myself but OP is requesting one and i think it may help to get the whole "blood n' guts" feel.

And it's your sig so thanks to you.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 02, 2011, 11:21:55 am
I'm interested in helping out here, but I'm confused on what is done and what is being worked on. Krantz, maybe you should change the races list you have in the OP to include every Warhammer race, and specify what is done and being worked on. I'd hate to put together the Lizardmen only to find that someone else was working on the same thing :/
The Lizardman and Skaven have the most interest for me, but I'm pretty sure that someone was working on Skaven back there and that Lizardmen have been mentioned already, hence the list :p I'd be happy working on anything that needs doing, though; I've never played any games based on Warhammer, but the lore and setting really interest me.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 02, 2011, 11:24:48 am
I'd love a tileset for the warriors of chaos and would be happy to make one if you could tell me how/give me some advice! Either in this thread or by pm and I will get on it.

Also, I've had instances where my game has run just fine with the reaction that is causing the crash and have had times where it has crashed. So I dunno what's going on and am going to just rewrite the reactions when I get back to my room.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Synner on October 02, 2011, 11:28:15 am
I'd love a tileset for the warriors of chaos and would be happy to make one if you could tell me how/give me some advice! Either in this thread or by pm and I will get on it.

Also, I've had instances where my game has run just fine with the reaction that is causing the crash and have had times where it has crashed. So I dunno what's going on and am going to just rewrite the reactions when I get back to my room.

Magmawiki's your friend, there you can find all the info for a tileset.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 02, 2011, 11:36:44 am
Someone must have put up something new on the wiki then, because I checked a while back and found little to be useful. Will check again. Thanks, Synner.


And, Crazy Cow, I'm currently working on lizardmen but would be happy to put my current raws up here if you wanna take over. I've got most things sorted but more pets and reactions need doing!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 02, 2011, 11:39:25 am
Well, I'd be happy to help if you have trouble with anything, but I'm not going to pilfer your work if you're almost done :p
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 02, 2011, 11:50:23 am
Skaven are not being done, as far as I'm aware.



Also, will hobgoblins be part of the chaos dwarf entity or have a different one?


Greenskins will be a pain when deciding who goes into each entity.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 02, 2011, 12:02:57 pm
Awesome, I'll start doing some work on them. I'll split them into four different creatures, one for each of the major clans - Skyre Skaven will have access to more powerful weaponry (stuff built from warpstone - speaking of which, has anyone made any warpstone yet?), Pestilens Skaven will be covered in syndromes (I'm imagining various castes, each of which have syndrome attacks in varying levels of lethality), Moulder Skaven will have access to beasts (as castes for now, once .26 comes out they'll start using warpstones to turn citizens into monsters), and Eshin Skaven (I honestly don't know what to do with these guys, besides high natural skills in things like ambushing and observing; we can't do much with poisons right now... although I suppose 'traps' consisting of poison dumped on the ground might be workable...)
So yeah, I'll get a base creature and entity out first. Give me a few hours for that.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 02, 2011, 12:54:58 pm
Night Goblins are being done by me, mostly. I wasn't able to find the time to mod recently, but I have it now. Should gobbos have metal weapons?

From the fluff it both Night goblins and Orcs mine (or use some hapless slave/smaller whelp) and use iron so they should have some access to metal. Iron spears should be especially dangerous due to their ability to penetrate dwarven armor.They are scavengers as well so steel, in small quantities, may be feasible for them. Maybe give them a reaction to make "Black Iron" a carbon (charcoal) rich iron alloy with high weight and high cutting power (yet just less so than steel) but low tensile strength due to its brittle nature? Making this would require a massive amount of deforestation which seems par for the course for the OnG's

Skaven are not being done, as far as I'm aware.



Also, will hobgoblins be part of the chaos dwarf entity or have a different one?


Greenskins will be a pain when deciding who goes into each entity.


Orcs and common goblins could be a separate entity that trades/ is on somewhat friendly terms with the night goblins. One way to do it could be that Orcs make up the "Soldier caste" with high strength and good combat capability but poor skill gain when used for more civialian efforts. If it doesn't involve fightin' they'z not dat interested in it. The common gobs could be a more civilian class without the likes fighting tag making them more cowardly and craven. Civilian skill gains are quicker versus military ones but they could be proficient with militia like weapons such as spears, small bows, and large daggers.

I'm finding some weird breeding issues with bull centaurs for the chaos dwarves so i may drop them for some hobgoblins which would be very easy to implement. The Hell canon and Lamasu are mostly done and the regular CDs are completely finished (sanse curly beards as I can't find a way to force them... :'() I just need to figure out how I'm going to implement the Lamasu's magical capability and the Hell cannon's projectile attack...
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 02, 2011, 01:24:25 pm
I'm finding some weird breeding issues with bull centaurs for the chaos dwarves so i may drop them for some hobgoblins which would be very easy to implement. The Hell canon and Lamasu are mostly done and the regular CDs are completely finished (sanse curly beards as I can't find a way to force them... :'() I just need to figure out how I'm going to implement the Lamasu's magical capability and the Hell cannon's projectile attack...

Did you define bodies outside and inside castes? That can cause some crazy stuff.

For the siege weapons, you could use projectile attacks like that of the vanilla magma crab.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 02, 2011, 02:30:54 pm
Awesome, I'll start doing some work on them. I'll split them into four different creatures, one for each of the major clans - Skyre Skaven will have access to more powerful weaponry (stuff built from warpstone - speaking of which, has anyone made any warpstone yet?), Pestilens Skaven will be covered in syndromes (I'm imagining various castes, each of which have syndrome attacks in varying levels of lethality), Moulder Skaven will have access to beasts (as castes for now, once .26 comes out they'll start using warpstones to turn citizens into monsters), and Eshin Skaven (I honestly don't know what to do with these guys, besides high natural skills in things like ambushing and observing; we can't do much with poisons right now... although I suppose 'traps' consisting of poison dumped on the ground might be workable...)
So yeah, I'll get a base creature and entity out first. Give me a few hours for that.

That sounds great! I could easily see plague monks just constantly secreting some kind of vile syndrome-carrying ichor. You could also make some kind of syndrome-bearing metal or rock to make plague censers out of. I don't think warpstone has been done yet. Maybe make it appear in reasonably small clusters in soil layers, to simulate the meteoric fragments falling down from Morislieb and embedding themselves in the ground? I guess with that explanation you could find them in deeper layers too, if the soil just built up over an old impact...


Also very excited for some good ol' O n' G. Black iron sounds cool. Mass deforestation is also extremely orky. 

Either way, I'm pumped for Skaven and Orks and it sounds like you guys are gonna do an excellent job! Good luck!

Also! Just put up another big bugfix for Warriors of Chaos. Overhauled all my Great Altar reactions, edited some inorganic raws and syndromes, fixed a few embarrassing typos, and have rebound the hotkey for the Dark Shrine, so it can now be used. Also provided a nifty  readme file so you can all figure out how to make the uber-deadly god-weaponry and understand how everything works.

Get Warriors of Chaos v0.43b here: http://dffd.wimbli.com/file.php?id=3612


Also, krantz, could you please update the main page with this? There have been a lot of really important bugfixes since you've last updated. Thanks!

Also, anybody else find it kickass how there is so much interest in this thread? It was bumped and there was like 8 posts inside three hours or so xD
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 02, 2011, 04:46:04 pm
Spoiler (click to show/hide)
**Spoilered due to long quote **

I actually have most of the stuff done for the orcs, barring the goblins, due to a side project I've been working on for a while so as soon as I am done with the chaos dwarfs I could finish that.

As far as some of the unique aspects of the Orc technology I could add the "Slag Pit" which essentially represents the Orc's crudeness as they can't really refine metals only melt and shape them. Essentially you start off with a slag pit that takes any metal, some charcoal, and possibly some rocks and cook it long enough till it melts. That gives you a bar of slag, something approaching copper/ iron in effectiveness. From there you can make a crude slag pipe and hook up a leather bag and then you can make a bellows which allows for the production of "pure" metals such as iron, copper, bronze ect. The Black Iron reaction could fit in there as well.

[/quote]
I'm finding some weird breeding issues with bull centaurs for the chaos dwarves so i may drop them for some hobgoblins which would be very easy to implement. The Hell canon and Lamasu are mostly done and the regular CDs are completely finished (sanse curly beards as I can't find a way to force them... :'() I just need to figure out how I'm going to implement the Lamasu's magical capability and the Hell cannon's projectile attack...

Did you define bodies outside and inside castes? That can cause some crazy stuff.

For the siege weapons, you could use projectile attacks like that of the vanilla magma crab.

The hell cannon should use the same mechanics of the magma crab, I'm just trying to get the projectile to "explode" upon contact spreading a syndrome that stuns, nauseates, and enhances bleeding. The fluff effects of a proper HC blast are hard to emulate in the current version of Dwarf Fortress.

The bull centaurs have a body defined in an outside file so I don't know if that's the culprit but having a bull centaur baby with 2 torsos and other nonsense is strange.   

Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Synner on October 02, 2011, 05:03:41 pm
You guys know that the crabs shoot like nuts, right? unless you're aiming for the machinegun feel i think another method is nescesary, apologies if this is irrelevant, i have no idea of modding at all.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 02, 2011, 05:20:01 pm
You guys know that the crabs shoot like nuts, right? unless you're aiming for the machinegun feel i think another method is nescesary, apologies if this is irrelevant, i have no idea of modding at all.

They actually shoot boulders of obsidian that is covered in frozen ichor... but I digress. The machine-gun firing is an issue though so I may have to settle for using the breath weapon templates. That would also help with the delivery of syndromes... hrmmm
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 02, 2011, 07:48:27 pm
As far as some of the unique aspects of the Orc technology I could add the "Slag Pit" which essentially represents the Orc's crudeness as they can't really refine metals only melt and shape them. Essentially you start off with a slag pit that takes any metal, some charcoal, and possibly some rocks and cook it long enough till it melts. That gives you a bar of slag, something approaching copper/ iron in effectiveness. From there you can make a crude slag pipe and hook up a leather bag and then you can make a bellows which allows for the production of "pure" metals such as iron, copper, bronze ect. The Black Iron reaction could fit in there as well.

If you ever make that slag pit, we could use it with all greenskins, night goblins included.

Also, having body definiton inside and outside a caste WILL make children... messy. You'll have to place bodies within each caste.


EDIT: we must also make greenskin "children" mature immediately after birth, lest they arrive as migrants.

Regarding greenskin reproduction, we'll have to make male and female castes that never appear ([POP_RATIO:0]) so they survive worldgen.
Spoiler: example (click to show/hide)

I'm currently wonder if gas squigs will explode upon death, and what should their breath attack/explosion syndrome will do. Nausea, maybe?
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 02, 2011, 09:02:18 pm
As far as some of the unique aspects of the Orc technology I could add the "Slag Pit" which essentially represents the Orc's crudeness as they can't really refine metals only melt and shape them. Essentially you start off with a slag pit that takes any metal, some charcoal, and possibly some rocks and cook it long enough till it melts. That gives you a bar of slag, something approaching copper/ iron in effectiveness. From there you can make a crude slag pipe and hook up a leather bag and then you can make a bellows which allows for the production of "pure" metals such as iron, copper, bronze ect. The Black Iron reaction could fit in there as well.

If you ever make that slag pit, we could use it with all greenskins, night goblins included.

Also, having body definiton inside and outside a caste WILL make children... messy. You'll have to place bodies within each caste.


EDIT: we must also make greenskin "children" mature immediately after birth, lest they arrive as migrants.

Regarding greenskin reproduction, we'll have to make male and female castes that never appear ([POP_RATIO:0]) so they survive worldgen.
Spoiler: example (click to show/hide)

I'm currently wonder if gas squigs will explode upon death, and what should their breath attack/explosion syndrome will do. Nausea, maybe?

The slag pit is mostly made, I'm just working on the graphics for it and refining some the reactions. I think I'll the leave out the Lamasu till interactions come in and focus on implementing chaos armor and the Hell cannon as well as finishing up the entity raws and clearing up that breeding issue with the centaurs.

I was thinking greenskin "children" should more or less be the snotlings and mature rapidly ie. 1-2 years? The only problem with having not male or female orcs (since OnGs reproduce by spores anyway... which is already implemented in DF strangely enough) would be some possible strangeness in Player forts running the OnGs. Though the possible strangeness of seeing the combat report that an orc slashes at the beastman with her choppa could be quite jarring... Is there any way to modify the gender pronouns to just be its since greenskins are neuter? Then again it would be nice to have  a supply of homegrown orcs. Too bad we don't have creature creation reactions. A spawning pool or fungal pit that creates snotlings would work well...
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 03, 2011, 10:51:22 am
Well, my first beastman embark ended in total disaster.

I embarked in an area replete with ogres and, due to not being able to embark with an axe, was unable to fortify in time before my beastmen and their herd of chickens and turkeys were feasted upon by slavering ogres. My drafted militia of 7 fought valiantly, inflicting bruises with their horns, but were painfully murdered one-by-one by a hulking monster.

Oh well, can't win em all.


Also, the Beastmen entity raws are currently using a lot of copied and pasted stuff from an old version of my warriors of chaos mod, which is fine, except that the reactions aren't up to date (read likely won't work) and everything is indented and as such will likely not work xD.

Also, the Beastmen are allowed to make a lot of Chaos Warrior weapons that are way too big for them (anything that has "chaos" in it that sounds like it would take two hands to wield is gonna be too big for man-sized Beastmen to use). So maybe remove those from the entity file?


A caste description would also be really helpful, as I had no idea what my beastmen were (as in gors, ungors, etc.)

So far so good though! Keep up the excellent work, gentlemen, and we will have ourselves a fleshed out and fully-realized mod in no time!
   


Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 03, 2011, 11:37:46 am
Well, my first beastman embark ended in total disaster.

I embarked in an area replete with ogres and, due to not being able to embark with an axe, was unable to fortify in time before my beastmen and their herd of chickens and turkeys were feasted upon by slavering ogres. My drafted militia of 7 fought valiantly, inflicting bruises with their horns, but were painfully murdered one-by-one by a hulking monster.

Oh well, can't win em all.


Also, the Beastmen entity raws are currently using a lot of copied and pasted stuff from an old version of my warriors of chaos mod, which is fine, except that the reactions aren't up to date (read likely won't work) and everything is indented and as such will likely not work xD.

Also, the Beastmen are allowed to make a lot of Chaos Warrior weapons that are way too big for them (anything that has "chaos" in it that sounds like it would take two hands to wield is gonna be too big for man-sized Beastmen to use). So maybe remove those from the entity file?


A caste description would also be really helpful, as I had no idea what my beastmen were (as in gors, ungors, etc.)

So far so good though! Keep up the excellent work, gentlemen, and we will have ourselves a fleshed out and fully-realized mod in no time!
 

I've already made a new version that fixes the caste descriptions and such. I belived, however, that they would be able to wield those weapons. Not a problem, however. I do remember them having axes last time I tested, however. The entity file was mostly the dwarf entity file with a few modifications. What I want to know is why beastmen are hostile to chaos warriors.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 03, 2011, 12:33:22 pm
The hostility twixt chaos warriors and beastmen likely has to do with one or two little differences on the ethics area of the entity file. To fix that, you could just copy what I have or we could agree on some normalizations. Not being able to embark with axes could have been due to the indented chunk of the entity file or it could have just been random chance.

It would be cool if we could get the chaos forces allied correctly. Could lead to some cool stuff in legends mode and some cooler stuff once the army arc comes around!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 03, 2011, 12:44:39 pm
I think what causes them to be hostile is that beastmen eat corpses of the dead and consider just about everything in the ethics "acceptable". Some testing may be required.



EDIT: on the topic of greenskins, we could just leave them genderless and child-less and have them rely on migrants in fort mode. Removing the [CHILD:X] an [BABY:Y] tags and adding [NO_GENDER] should do the trick
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 03, 2011, 01:13:45 pm
Alright, I don't have much more than the skeleton done, but now I can start on each clan of Skaven, building them off this base here. Each of them is going to be a separate creature and entity, so we'll end up with four different Skaven civilizations.
Here's the base raws. The creature is only a slightly modified ratman, but the civilization is pretty much built from scratch.
Spoiler: creature_skaven (click to show/hide)
Spoiler: entity_skaven (click to show/hide)

Here's the plan for each clan, as of right now:
Spoiler: Clan Skyre (click to show/hide)
Spoiler: Clan Pestilens (click to show/hide)
Spoiler: Clan Moulder (click to show/hide)
Spoiler: Clan Eshin (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 03, 2011, 01:49:22 pm
I think what causes them to be hostile is that beastmen eat corpses of the dead and consider just about everything in the ethics "acceptable". Some testing may be required.



EDIT: on the topic of greenskins, we could just leave them genderless and child-less and have them rely on migrants in fort mode. Removing the [CHILD:X] an [BABY:Y] tags and adding [NO_GENDER] should do the trick

Will having the greenskins genderless and unable to make children allow them to survive worldgen and receive migrants? I though the Male/Female tags and children were mandatory for survival. If it isn't then that would solve most of fluff issues with them. If we need to I'm okay with having snotlings as their children which can grow into either orcs or goblins. Of course with night goblins that wouldn't be a problem. Is this possible?
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 03, 2011, 03:06:48 pm
I think what causes them to be hostile is that beastmen eat corpses of the dead and consider just about everything in the ethics "acceptable". Some testing may be required.



EDIT: on the topic of greenskins, we could just leave them genderless and child-less and have them rely on migrants in fort mode. Removing the [CHILD:X] an [BABY:Y] tags and adding [NO_GENDER] should do the trick

Will having the greenskins genderless and unable to make children allow them to survive worldgen and receive migrants? I though the Male/Female tags and children were mandatory for survival. If it isn't then that would solve most of fluff issues with them. If we need to I'm okay with having snotlings as their children which can grow into either orcs or goblins. Of course with night goblins that wouldn't be a problem. Is this possible?

Children are not mandatory, according to the wiki. Regarding male and female tokens, you can simply make two castes with [POP_RATIO:0] and [MALE]/[FEMALE] and they'll survive. Make another one (or more) with [POP_RATIO:100] (unsure if it's necessary or not) and [NO_GENDER] for the playable ones. I'd rather have snotlings as pets than anything else. Also, will greenskins be considered [EVIL] or just [SAVAGE]?
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 03, 2011, 03:29:19 pm
Looking good, Crazy Cow. I like your plans greatly.

I do have one big objection though, which is making skaven bigger than humans. As-is, skaven slaves are about 10 kilos bigger than a grown man, on average. I've always read that most skaven (especially slaves) are smaller than people. The exceptions to this, to my knowledge) are the Stormvermin and the bigger, meaner leaders (who are likely Stormvermin).

Maybe make slaves around 55000, clanrats at 65000 and stormvermin at 80000? Also, to make assassins better fighters without making them bigger (and unfluffy), you can just give them a higher base skill at combat skills, or better skill learning rates for the same.

To make them faster and more agile, you could put in the appropriate token and give them a more favourable range, so that that too lines up with the fluff.

Also, pop trigger 1 to start sieges would result in steel-wielding skaven laying waste to your colony of some 20-odd dwarves/whatevers before you could ever hope to muster an effective army, so maybe move that to 3 or 4? Just that they use good weapons (read steel) makes them really deadly as a baseline, but showing up early would result in many forts being killed within the first few months, which is likely not great.

Either way, just suggestions, but hopefully valid ones!



As to the Orcs, I personally don't mind female orks, as I know that it is just a temporary hurdle in accurately simulating our greenskins. At the same time, I could see migrants-only as a valid and fluffy way to swell their ranks with only one big intrinsic flaw existing, which is that more fighting = less migrants in DF, but more fighting should equal more migrants (as orks love to go where the best scraps are). So I could foresee there being an anemic ork horde if you are behaving in an orky fashion (as all the death from the fighting would stop the influx of migrants and they can't breed).
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Karakzon on October 03, 2011, 03:38:14 pm
cant you make it so that say, snotlings are the child , goblins are the breeding age, then they mature into orcs?

or have it so that snotlings are the breeders and child in one, that then turn into goblins or orcs later on?

Unless of course you just gave lay eggs and call their egg a fungal growth sack, when snotlings, then have them change to male when they turn goblin and stay male when their orc.

Depends if you can do stage growths into different creature templates or not. may have to wait for the next release for it.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 03, 2011, 04:50:05 pm
Looking good, Crazy Cow. I like your plans greatly.
---
Either way, just suggestions, but hopefully valid ones!

That's the reason I'm posting my WIPs here, so that people can make suggestions like this. Most of the points you make are, indeed, valid, except for the assassins. If they start with higher skills, then they might be better at first, but it would be trivial to simply train slaves up to similar levels, removing the edge that assassins have. If they're larger, then they are better compared to the other Skaven without the risk of loosing their edge.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 03, 2011, 04:53:04 pm

Children are not mandatory, according to the wiki. Regarding male and female tokens, you can simply make two castes with [POP_RATIO:0] and [MALE]/[FEMALE] and they'll survive. Make another one (or more) with [POP_RATIO:100] (unsure if it's necessary or not) and [NO_GENDER] for the playable ones. I'd rather have snotlings as pets than anything else. Also, will greenskins be considered [EVIL] or just [SAVAGE]?

I would say savage. They simply like to fight and don't have understand the concept of "civilian". They don't have plans to turn the world to darkness they just want a good scrap. As far as siege progression goes they and beastmen should siege very early on as they are the most common threats. Night goblins seem to only have metallic weapons and use some chain mail and mostly leather for armor.

As the the 4 entities for Scaven I think by having each of the clans as a separate creature with different castses and then having those 4 creatures in the entity file upon worldgen one of those creatures is chosen to populate that civilization.

cant you make it so that say, snotlings are the child , goblins are the breeding age, then they mature into orcs?

or have it so that snotlings are the breeders and child in one, that then turn into goblins or orcs later on?

Unless of course you just gave lay eggs and call their egg a fungal growth sack, when snotlings, then have them change to male when they turn goblin and stay male when their orc.

Depends if you can do stage growths into different creature templates or not. may have to wait for the next release for it.

[...]
As to the Orcs, I personally don't mind female orks, as I know that it is just a temporary hurdle in accurately simulating our greenskins. At the same time, I could see migrants-only as a valid and fluffy way to swell their ranks with only one big intrinsic flaw existing, which is that more fighting = less migrants in DF, but more fighting should equal more migrants (as orks love to go where the best scraps are). So I could foresee there being an anemic ork horde if you are behaving in an orky fashion (as all the death from the fighting would stop the influx of migrants and they can't breed).


You are right about the migrant issue. Too many deaths would mean that your horde would find a shortage of boys... which for orcs is unthinkable, meaning that for most DF forts OnGs and Night gobs would rely on their own birth rates to fight a battle of attrition. I like the idea as snotlings as children but Deathsword's idea of them as pets (which is what they are in the fluff... and snack as well) works and is fluffy. The egg idea may work but its just damn silly to think of a goblin claiming a nest box and before you know it you have a boincing box-o-snotlings... then again OnG's are the comic relief in Warhammer. I really wish we had a building where we could produce creatures. That would solve most, if not, all of the greenskins breeding issues. We may just have to settle for "male" and "female" greenskins just with high birth rates and short childhoods. We really could go either way with this. Any suggestions or thoughts? I'm up for anything as we could always change it to make more sense later.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 03, 2011, 07:04:38 pm
Hey, I just have a quick fluff question. Do the Skaven have an "empire," "kingdom," or something else? I'm referencing it in some of the Skaven stuff and want to use the proper term. I'm nitpicky like that :p
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 03, 2011, 07:19:41 pm
Hey, I just have a quick fluff question. Do the Skaven have an "empire," "kingdom," or something else? I'm referencing it in some of the Skaven stuff and want to use the proper term. I'm nitpicky like that :p

They have what is known as the "Under-empire" ruled by the council of thirteen, a group of 12 grey seers (goat-horned spellcasting scaven) with the 13th seat reserved for their god the Horned Rat.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 03, 2011, 07:22:42 pm
Yeah, I know about the Council (the seat reserved for their god made me laugh), I was simply wondering what the whole thing was called. Thanks!

EDIT:
Clan Eshin has been completed! I'm still open to suggestions and such, of course, so if something's wrong let me know. The errorlog didn't spit anything out at me, but you never know.
Spoiler: creature_skaven_eshin (click to show/hide)
Spoiler: entity_skaven_eshin (click to show/hide)
Spoiler: body_skaven (click to show/hide)
Spoiler: item_skaven (click to show/hide)
Clan Pestilens will be next. Syndromes are awesome.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 03, 2011, 08:04:27 pm
Eshin are looking fantastic! I just had an awesome moment when I noticed the prehensile tails. Now the 3-blade-wielding Assassin can be a reality (one of the best models in the warhammer range too, IMHO). Excellent work, Crazy Cow! No obvious errors or issues.

Also, that seems like a pretty good reason to make assassins bigger, and that is a reasonable size too. Definitely approved!

And I really think we should just bite the bullet and put in female orks. Migrants-only would lead to puny forts. We want orks to breed and mature in like a year so that there can be forts of hundreds. When I play with them, I will put my brand new PC to the test with forts of 500 skaven and orks. There will be epic battles where the chaos horde invades and are just barely beaten back at the cost of two hundred skaven slaves and a hundred storm vermin. I want the same for orks too! It's exciting just thinking about it!


On another note, just started my first Bretonnian fort. Started with a nice distribution of castes and am creating a massive farm plot and pasture for sheep, all to be fenced in with a wooden bailey. Looking great so far!

Related to the Bretonnians, I almost wanna make the night kinda like a centaur--as in he/she would be born on horseback and the horse would be considered the same creature. Would be kinda cool and could hold us over until mounts work.

Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 03, 2011, 08:49:03 pm
Personally I'm excited to see some classic goblin action going. As soon as I finish up the Choas dwarf mod I intend to throw myself at the Orcs and Goblins. I do like the idea of having a separate entity for Common Orcs and goblins and the Night Goblins so you could have both show up and either cut themselves to pieces fighting over who gets to fight you (very orcy btw) or team up as a massive horde. You should defintely have the Massive skaven birth mothers in if you can. Imagine having a living factory that produces 8 -15 ratlings a year. Then you'd have to find a way to contro, your own population. Pointless wars, sacrificing a few dozen just because you can. Its as close to the Scaven mindset as you can get. Even in the fluff it states that if they didn't go to war nearly constantly their entire under-empire would starve!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 03, 2011, 11:10:55 pm
I just realized due to size difference between orcs and gobs you would have to rely on a friendly tribe of Night Goblins in order to outfit your own goblins... or plunder from the scaven since goblins, dwarves, and ratmen all have the same relative sizes. I like this potential for dependencies between the different forces, something that isn't very fleshed out in the current version of DF, could lead to some very interesting games.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 04, 2011, 09:15:15 am
Well, it's not like gobbos actually wore any armour really, so scavenging makes a lot of sense to me! Night gobbos as a separate entity also seems quite wise.

Also, my Brettonian settlement was almost wiped out by damned dark stranglers finding a way over my wall, but has now stabilized with a fixed wall.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 04, 2011, 02:46:11 pm
Going to make the night goblins have "males" and "females" then. I guess we should call babies "whelps" or "runts".


...well, I'll do that after some bugfixing on the beastmen.


EDIT: compared beastmen and chaos warrior ethics. I think what is causing  them to war are these tokens:

   [ETHIC:TREASON:PUNISH_CAPITAL]
   [ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
   [ETHIC:LYING:PUNISH_SERIOUS]
   [ETHIC:VANDALISM:PUNISH_SERIOUS]
   [ETHIC:TRESPASSING:PUNISH_SERIOUS]
   [ETHIC:THEFT:PUNISH_SERIOUS]
(chaos warrior)


   [ETHIC:TREASON:ACCEPTABLE]
   [ETHIC:OATH_BREAKING:ACCEPTABLE]
   [ETHIC:LYING:ACCEPTABLE]
   [ETHIC:VANDALISM:ACCEPTABLE]
   [ETHIC:TRESPASSING:ACCEPTABLE]
   [ETHIC:THEFT:ACCEPTABLE]
(beastmen)

considering how chaos is (as far as I know), I don't know why they'd punish vandalism, lying and oath-breaking.


EDIT 2: Also, I am quite sure at least bestigors and centigors can wield the chaos weapons, since they are bigger than a human, especially the centigor.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 04, 2011, 05:18:21 pm
Going to make the night goblins have "males" and "females" then. I guess we should call babies "whelps" or "runts".


...well, I'll do that after some bugfixing on the beastmen.


EDIT: compared beastmen and chaos warrior ethics. I think what is causing  them to war are these tokens:

   [ETHIC:TREASON:PUNISH_CAPITAL]
   [ETHIC:OATH_BREAKING:PUNISH_CAPITAL]
   [ETHIC:LYING:PUNISH_SERIOUS]
   [ETHIC:VANDALISM:PUNISH_SERIOUS]
   [ETHIC:TRESPASSING:PUNISH_SERIOUS]
   [ETHIC:THEFT:PUNISH_SERIOUS]
(chaos warrior)


   [ETHIC:TREASON:ACCEPTABLE]
   [ETHIC:OATH_BREAKING:ACCEPTABLE]
   [ETHIC:LYING:ACCEPTABLE]
   [ETHIC:VANDALISM:ACCEPTABLE]
   [ETHIC:TRESPASSING:ACCEPTABLE]
   [ETHIC:THEFT:ACCEPTABLE]
(beastmen)

considering how chaos is (as far as I know), I don't know why they'd punish vandalism, lying and oath-breaking.


EDIT 2: Also, I am quite sure at least bestigors and centigors can wield the chaos weapons, since they are bigger than a human, especially the centigor.

Well, the reasoning is that Chaos Warriors come from functional, fairly civil societies (a-la the vikings) whilst Beastmen are a collection of savage creatures that have little resemblance to humans.

The Chaos Humans (the Northmen) make settlements in other lands, participate in trade, and are capable of functioning as a developed entity (ergo the nice armour and weapons they have the Chaos Dwarfs make for them). They just happen to be evil and invade the lands of the soft southerners once a sufficiently powerful warlord can get them going. For such a society to exist, they'd have to have some basics down. The Mongols were a mighty civilization hellbent on dominating the entire known world, known for ruthless warfare and atrocities, yet they still had these same basic ethics in place. That being said, the Chaos Humans are still really nasty to their enemies and neutrals, commit lots of atrocities, and love to be fighting--so they are still evil. It's also worth pointing out that they only get punished for things they are caught doing...


Beastmen are a lot less civilized. They don't have cities, they don't engage in trade, etc. So as it is (in the DF system) we cannot really obey the ethical considerations set out in the fluff and expect them to get along. There is no way to make all evil societies get along (and I'm very sure that in the fluff there is mention of Warriors of Chaos fighting Beastmen, they only get along when the aforesaid Warleader can keep them all in line together, so it makes sense then too) and until such a feature is implemented, they may just keep fighting each other.

Also, it is likely that Bestigors and Centigors can get big enough to wield the Chaos Weapons. As long as they can get above 100500 in size, they should be good to go (number is off the top of my head, but I'm pretty sure that's the right ballpark).



Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 05, 2011, 07:04:05 am
Nothing to see here.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 05, 2011, 11:18:27 am
Nice work! Pestilens is looking great! You really should include a plague censer though. Those things are iconic.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 05, 2011, 11:22:46 am
*looks up*
Right... mace weapon made from warpstone. Will do.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 05, 2011, 07:40:28 pm
Just had an amazing moment in my Brettonian fort. A veritable horde of dark stranglers and beakwolves were gathered outside my walls whilst my men cowered, attempting to assemble arms and armour to sally forth some time in the future.

Out of nowhere, I get the message saying that Zilta Boundrelic, a Juggernaut of Khorne had arrived (a semimegabeast) and it began a rampage of pure carnage through the besieging ranks. It sent one beakwolf sailing 12 tiles to slam into a wall, bursting on impact. All the attacks directed towards it glanced away harmlessly. A dozen dead enemies later, its only wounds were shattered eyes and incredible exhaustion. I look forward to it's fights against better armed opponents and, later, against my Brettonians, who shall try and slay the fell beast in the name of the Lady!

EDIT: Well, as it is blind, the Juggernaut stumbles drunkenly after a wave of migrants, only catching them after a siege arrived (which it massacred as they foolishly got within the reach of its deadly horn) and scared them into a corner. One of the bastards tried to be brave and punched its hoof (to no effect) and was promptly put to the ground and gored to death. It also managed to kick a different migrant in the head, shattering his skull but luckily not killing him.

As the migrants have been outside for so long, constantly fleeing the beast, they are very drowsy, dehydrated, starving, and very unhappy. They are gonna make some mean ghosts...

EDIT 2: All of the migrants just died of terrible thirst. And another Juggernaut just showed up. This one is named Tamer Faithhook and is not crippled by a lack of eyes. I fear for the future of this fort...

EDIT 3: Another wave of migrants was brutally slaughtered by this newest Juggernaut. I'm half expecting another of the daemons to arrive this next year xD
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Krantz86 on October 06, 2011, 12:58:32 pm
hello guys, sorry for not being present but i've been overloaded with work
Spoiler (click to show/hide)
, i'd like to ask to everyone is modding to post a quick report of their work in progress and if aviable their last release so that i can pack 'em up and update the main page description and release a  new version

btw, soon-to-release(when i get a spare hour) changes in dwarves:
-Ironbreaker armor(can be made only with gromril has Wonderful coverage)
-Gunpodwer barrel - import only from mountainhomes (working on the explosive part)
-Small steam engine
-remove sword,lances from dwarves since those weapons are too wimpy
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Black_Legion on October 06, 2011, 01:14:57 pm
Progress report:
 Chaos Dwarves:
Entity: 80% - Needs buildings and reactions
Creature: 80% - Bull Centaurs bug fixing to do. Should they have Hobgoblins?
Custom Materials: 0% Needs Chaos Iron/Steel and Obsidian Guard Armors plus sacrifical altar for the production of chaos armor/weapons

Orcs n' Common Goblins:
Entity: 0% - Waiting for Chaos dwarfs to be done. Would be very similar to night goblins
Creature: 20% Orcs done, needs gobs (from night goblins), and squigs/snotlings for pets
Custom Materials: 0% Needs Black Iron material, Slag material, and Slag Pit building

That should cover my end
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 06, 2011, 01:37:44 pm
I'm going to finish all four Skaven clans before I upload any of it. I'm a bit less than halfway done; once I get Moulder and Skyre up to speed there's a few things I need to do, warpstones being the main thing.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 06, 2011, 03:00:02 pm
Chaos Warriors 0.5b: http://dffd.wimbli.com/file.php?id=3612

Basically done. Just continuing to add cool stuff as it comes up. May even remove the beta tag in a release or two.


Also, Black Legion, for consistency and convenience, you could use the Blood Iron and the Blood Steel in my mod. They function as heavier versions of Steel and Adamantine respectively. I'd love it if you came up with your own reactions to make them though, as I feel that the sacrifice rituals for Warriors of Chaos are kinda unique and fun. Although I'm not familiar with Chaos Dwarves very much, so if they would fluff-wise be doing that sort of thing, then by all means take the reactions too!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 06, 2011, 03:30:41 pm
Beastmen are mostly complete, just need to keep it updated with chaos warrior mod reactions


Night Goblin base creature is mostly complete. Squigs only have the basic stuff, still making their bodies. Still haven't made snotlings.

Any suggestions on the effects of gas squig attack/death explosion? Nausea, blisters or something else?
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: mrtspence on October 06, 2011, 10:35:19 pm
Deathsword, if you don't mind for the next release, I would love to make some reactions, or help you make some reactions, unique to the beastmen. I think it would be pretty cool if we could develop them some of their own character, as I feel my Chaos Warrior stuff doesn't quite do them the same justice. We could throw stuff out here or via pm. Just let me know what you think!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Shintaro Fago on October 07, 2011, 04:53:02 am
Bretonnian will be ready, with new weapons, nobles and workshops, really soon.

Quote
Related to the Bretonnians, I almost wanna make the night kinda like a centaur--as in he/she would be born on horseback and the horse would be considered the same creature. Would be kinda cool and could hold us over until mounts work.
The best idea ever.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Funk on October 07, 2011, 11:47:19 am
first off this is the best warhammer mod ive ever seen for DF.
i thinking that we can make mutant/ wraped creature fun by makeing some bodys and parts parts for sub types
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 07, 2011, 12:25:16 pm
We may want to wait until curses are in to make mutations and such.

Deathsword, if you don't mind for the next release, I would love to make some reactions, or help you make some reactions, unique to the beastmen. I think it would be pretty cool if we could develop them some of their own character, as I feel my Chaos Warrior stuff doesn't quite do them the same justice. We could throw stuff out here or via pm. Just let me know what you think!

The main reason I'm using the ones from the warriors is that I'm out of ideas regarding workshops/reactions that yours don't cover.

Unrelated question: what daemons have you modded in yet?
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 07, 2011, 12:49:22 pm
Spoiler: creature_skaven_skyre (click to show/hide)
Spoiler: entity_skaven_skyre (click to show/hide)
Spoiler: item_skaven (click to show/hide)
Spoiler: item_skaven_ammo (click to show/hide)
You may notice that the entity has neither the Warplock Jezzail or the Warprifle (which is somewhat made up (http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440084a&prodId=prod1040025)) in their entity. This is because there will be custom reactions requiring warpstones to make them, which I'll take care of once the entities and creatures are all done and smoothed over.

EDIT:
What blasphemy is this? Two updates in a single post!
Spoiler: entity_skaven_moulder (click to show/hide)
Spoiler: item_skaven (click to show/hide)
Now for warpstones and related reactions...
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 07, 2011, 02:38:49 pm
The Skaven. Evil humanoids living beneath the surface of the earth, spying and plotting to overthrow the surface civilizations and spread themselves across the earth.
The Skaven, unlike most other races, continue to grow in numbers, and new settlements are always being founded. Each of the four most powerful Skaven clans - Eshin, Moulder, Pestilens, and Skyre - are constantly founding new settlements... which is where you come in.
Clan Eshin is one focused on stealth and secrecy. Their gutter runners and assassins are unmatched in the arts of infiltration and death, and can more than hold thier own in a straight fight.
Clan Moulder undergoes constant experimentation to create new breeds of monsters to aid them in battle. The giant rats and rat ogres are some of the more common results of those experements, and as such make up a good part of Clan Moulder's population.
Clan Pestilens has powers over death and disease, spreading it to all they can. Plague Monks fight tooth and claw, infecting thier opponents with every strike, while Plague Priests, weilding the fearsome plague censers, spread their 'gifts' to all around them.
Clan Skyre is made of mechanics and alchemists that are constantly creating new technologies. Thier warplock jezzails and warprifles are some of the most powerful ranged weapons in the world, built and maintained by warlock engineers and carried into battle by clanrat warriors.
All Skaven technologies are powered by warpstones, gems of power that can be found only in tiny amounts. Creating any of their advanced weapons requires an Alchemechanics Workshop, metal bars, and many, many raw warpstones. Should you be on the recieving end of any of these weapons, you should fear for your life.

Contains four new entities, each of which is a varient of the Skaven. Skaven will wage war on any non-theif race, and while they are weaker than the average human their many uncommon castes can easily make up for their lack of strength. No default files will be replaced by installing the mod, and to remove it simply delete any file with Skaven in its name.

Created for the Warhammer Community Mod by Crazy Cow.

Download v1.0 here! (http://dffd.wimbli.com/file.php?id=5028)
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Teneb on October 07, 2011, 05:53:57 pm
I'll be testing this, sounds instresting. Clan Skyre, here I go.


EDIT: for some reason they aren't playable. Maybe it's the thief token?


EDIT 2:  I think this token: [DEFAULT_SITE_TYPE:CAVE] might be the one causing the problem. I'll try to change it to mountain halls instead and see what happens


EDIT 3: changing it to [DEFAULT_SITE_TYPE:CAVE_DETAILED] has made them playable. One suggestion, however. Change the name in the creatures to [NAME:<clan> skaven:(etc)], for they all appear as skaven on embark, making it impossible to tell wich clan it is. Also, why is there a non-clan skaven entity?


EDIT 4: genned world, embarked as skyre, got an blue stuff spire embark. five spires to be extact, tallest is 5-z levels tall (above surface level). Underground is mostly normal, aside from lack of SMR in certain areas. Should I upload it? No axes on embark for some reason.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 07, 2011, 10:40:48 pm
*palms face*
Those non-clan Skaven are the template I based the actual clans off of. Thanks for your testing, Deathsword; I'll put an update up here in a minute.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 08, 2011, 12:40:51 pm
And by "a minute" I mean twelve hours.
Download v1.1 here! (http://dffd.wimbli.com/file.php?id=5037)

EDIT:
Oh, I didn't need to create a whole new page for the update. Ah well.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Wannazzaki on October 08, 2011, 01:04:19 pm
The chaos gods are pleased! The blood will flow!
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Wannazzaki on October 08, 2011, 01:43:58 pm
Hey, I just have a quick fluff question. Do the Skaven have an "empire," "kingdom," or something else? I'm referencing it in some of the Skaven stuff and want to use the proper term. I'm nitpicky like that :p

Incidentally skaven  refer to their nation as the under-empire, directly bastardising the empire above they dispise and tend to actually ape and pretend-human. Its all very hypocritical. Incidentally what is being done about skryre's more amusing contraptions? Doomwheels, warplightning cannons? Thise moves me tangentally onto Moulder. Warpstone soap. Allows you to glue body parts from the remains/waste stockpiles back on. Any will do. S'how they make their mutants. I wonder if i skipped any comments on this through the thread? I did try and spot some.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Crazy Cow on October 08, 2011, 01:47:11 pm
The problem is that most of that is impossible to do in DF's engine. Once the next update rolls around, Moulder can use warpstones to turn their Skaven into various monsters, but that will be it, I'm afraid.
Title: Re: fans and modders requested for a Warhammer TC - V0.2a
Post by: Wannazzaki on October 08, 2011, 01:49:50 pm
The problem is that most of that is impossible to do in DF's engine. Once the next update rolls around, Moulder can use warpstones to turn their Skaven into various monsters, but that will be it, I'm afraid.

It was more of an idea than insisting it be done, being an utter modding noob im not sure what IS possible. Though i do have a useful encyclopedia of pointless warhammer fluff squatting on my brain if anybody needs anything.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Krantz86 on October 08, 2011, 02:02:00 pm
well guys i don't have 'nought time to ddeply test all the changes so i'll just upload the last version the skaven

PS:mrtspence i keep seeing dozen of typos in the chaos warrior raws, can you fix them in the next release please?
Spoiler (click to show/hide)
they won't bother the play very much but now i don't have the time  to fix 'em myself

Edit: done some testing... seems that the skaven have nearly 100% prob. of wiping out dwarves from mountains
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Karakzon on October 08, 2011, 02:47:16 pm
Your going to have to see about modding HFS into THE WARP and put some more entertiys down their. Etc Etc.

Would also be good if you could modd in historical figures like Gotrex and Felix.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Wannazzaki on October 08, 2011, 03:04:19 pm
Interestingly that could be a result of using too many warpstone reactions in succession. Each consecutive result increases the % chance successively of opening up a rift and it spitting out an undefined number of betentacled gribblies, pulling a poor skaven in or generally causing chunky salsa rules around the portal until you get someone (Architecht? Explosives?) to close it...or just seal the room up and forget it ever happened. Blame your superior! Punish your inferior! Eat some warp stone! Inane rants over, does DF let you air drop in eldritch abominations?
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Crazy Cow on October 08, 2011, 03:12:44 pm
I suppose that the Moulder reactions could have a chance of turning your Skaven into eldrich abominations, if you want. We can't create creatures, however, with the exception of bugged vermin, so that would be the best we could get, and it would need to wait until the next version.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Wannazzaki on October 08, 2011, 03:44:02 pm
Im just going to wait till it's as finished as it's ever going to get. It would add that second level of Fun to a fortress. Sealed from the outside world? Check. Self sufficient? Check. Moulder just had an idea and now we are all murderous blobs? Check.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Teneb on October 08, 2011, 07:05:38 pm
We could add historical figures to be "easter eggs", to be more specific: creatures or castes with an incredibly low chance of appearing. Dorfs have survived in skaven worlds I genned
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: mrtspence on October 08, 2011, 10:42:58 pm
well guys i don't have 'nought time to ddeply test all the changes so i'll just upload the last version the skaven

PS:mrtspence i keep seeing dozen of typos in the chaos warrior raws, can you fix them in the next release please?
Spoiler (click to show/hide)
they won't bother the play very much but now i don't have the time  to fix 'em myself

Edit: done some testing... seems that the skaven have nearly 100% prob. of wiping out dwarves from mountains

Ya, the definition of some of those tokens changed and there is an issue with eyebrows on some creatures, or something to that effect, but they have literally 0 impact on any in-game anything, so they are lower on my list for fixing/improving things. I am also quite busy too, so I just seem to be having difficulty motivating myself to groom the raws for non-functional issues. I will remove these as I come across them for future patches though!



Deathsword, I feel like most of the Beastmen changes I would propose would be cosmetic. I would likely just remake the Great Altar to look like a big, bloodied slab of rock. I would also suggest instead of letting them use Blood Iron/Blood Steel/Chaos God Weaponry giving them some way to make a somewhat-inferior material from bones or something. I feel like Beastmen shouldn't be rocking around in suits of the finest armour, I've always seen them as a ravening horde armoured in bones and scraps wielding crude and brutal weapons. Just my humble opinion though, so don't rush to change anything as they are very functional as-is :D
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Shintaro Fago on October 09, 2011, 05:15:25 am
Bears HATE Bretonnians.
(http://gmclan.org/uploader/4365/bears.png)

Also, there should be (clanless?) skavens lurking in the underground and waiting for the poor miners. A constant threat from the beginning seems like a proper grimdark idea.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Teneb on October 09, 2011, 09:41:43 am
Also, there should be (clanless?) skavens lurking in the underground and waiting for the poor miners. A constant threat from the beginning seems like a proper grimdark idea.

Replace kobolds with clanless skaven/goblins/both, maybe?




I'll try and start working on a way to make a "reinforced bone 'bar'" then. Or a workshop that let's you turn metal bars into "scrap metal" bars. Or something.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Karakzon on October 09, 2011, 11:34:07 am
shouldnt you replace kobolds with halflings?
or will they just be a skulking race that can talk?
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Stronghammer on October 14, 2011, 07:35:30 am
Have to say im loving this mod so far. First fort i was crushed by chaos. Second fort right now and I have to say slayers are awesome, first year weapon lords, for the win. Keep up the great work.

edit
OMG BY THE BEARD OF ARMOK, those juggernats of korne are BRUTAL, came in and tore off the right hand, then arm, then right leg of my dwarf Hammerlord with full iron armour, thank god for slayers or i would be toast.

Have to say LOTS of FUN
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Mech#4 on October 15, 2011, 09:03:05 am
I think I'm a few versions behind in my thinking but...

How can I tell/choose what race I start out with? Do I have to add the [CIV_CONTROLLABLE] tag in the raws, or can I choose from the embark screen?

I see one panel called Civilization in the embark screen, but I can't tell which civilisation is which.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Stronghammer on October 15, 2011, 10:51:02 am
you have to go through the different civ names and then swap to the allies and enemies page, the top race will be your race
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Mech#4 on October 15, 2011, 11:08:46 am
Ah, thank you.

Keep up the good work, I like the sound of sacrificing minions to gain better armour and weapons.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Shintaro Fago on October 16, 2011, 03:57:25 am
(http://gmclan.org/uploader/4365/bretonnian_fort.png)
Honor and Chivalry: Bretonnia Faction add-on for a Warhammer Universe TC v.60
######
######
######
######
######
######
######

Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Karakzon on October 16, 2011, 06:30:45 am
awesome, its things like that wich make me wish i could be arsed to learn modding.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Teneb on October 16, 2011, 09:25:14 am
that's one hell of a fort there
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Shintaro Fago on October 16, 2011, 10:31:33 am
Time to balance the things a little...
Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Krantz86 on October 16, 2011, 11:07:50 am
....I have to say slayers are awesome...
Have to say LOTS of FUN

 ;D
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Stronghammer on October 16, 2011, 07:26:27 pm
since updating my version to include the newest version i dont seem to be able to gen a world with dwarves in it. I think it might have to do with the skaven taking over the mountians.

Edit: Scratch my previous assumption, i tried removing the skaven entity, yet the dwarfs did still not show up. Im thinking something may be wrong with the dwarf entries. However the errorlog does not have anything about the dwarves. So long story short dwarfs dont show up, dont know why but ill keep lookin.

EditEdit: Did some research by looking through legends. It seems the dwarfs arent being placed to even die out, so am convinced that it is something to do with the dwarf raws. Sorry for being a pest, i will do more searching.
Title: Re: fans and modders requested for a Warhammer TC - V0.3a
Post by: Teneb on October 17, 2011, 03:18:46 pm
Hell, I hope someone will make Empire soon.


Still thinkering with reactions (with wich I am not exceptionally good at) so no night goblins or beastmen updates right now.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Krantz86 on October 21, 2011, 05:39:23 am
since updating my version to include the newest version i dont seem to be able to gen a world with dwarves in it. I think it might have to do with the skaven taking over the mountians.

Edit: Scratch my previous assumption, i tried removing the skaven entity, yet the dwarfs did still not show up. Im thinking something may be wrong with the dwarf entries. However the errorlog does not have anything about the dwarves. So long story short dwarfs dont show up, dont know why but ill keep lookin.

EditEdit: Did some research by looking through legends. It seems the dwarfs arent being placed to even die out, so am convinced that it is something to do with the dwarf raws. Sorry for being a pest, i will do more searching.

i checked all, and now seems to be fixed, i finally extracted dwarves and managed to fix some little critical yet dumb problems, also i added the small dwarven outposts that can be found in the old world, please tell me if you find more bugs
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Stronghammer on October 21, 2011, 09:20:13 am
thank you very much. im happy to be able to play the bearded ale mongers once more.

Edit: Hey i dont know if this is intended or not, the dwarves are nolonger able to make breastplates, yet the runic breastplate reaction still calls for it.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Krantz86 on October 23, 2011, 06:21:29 am
Edit: Hey i dont know if this is intended or not, the dwarves are nolonger able to make breastplates, yet the runic breastplate reaction still calls for it.

i tested just now and it seems fine, also in the last release i've added the Ironbreaker armor to dwarves (WAY more coverage than a breastplate)
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Shintaro Fago on October 23, 2011, 06:54:06 am
Guess you should update the first post to get more people interested in the project.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Krantz86 on October 23, 2011, 09:18:46 am
updated the first post, also i need someone willing to test the gunpowder rifles
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Stronghammer on October 23, 2011, 09:52:25 am
Hey thanks for checking the breastplate thing ill check mine again, must have missed it. Also ill test the gunpowder rifles, though i only see the skaven ones so ill test those, if there are other rifles just let me know where to find them and ill test them.

Edit: Dont know if this is intentional but skaven dont have a way of chopping down trees, currently am skyre and dont have axes or something that does the same thing.

Edit: The skaven rifles dont appear to be able to be made, they dont show up in the alchemecanics workshop, and its not because i dont have the matierials, as the plague censer shows up but in red. I checked the raws and the Skaven do have the reaction to create the rifles in their premitted reaction yet it is not available for embark, creation, trade, or even in the testing arena.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Crazy Cow on October 23, 2011, 10:15:55 am
Oh, whoops.
Forgot that :p I'll get a quickfix out with a weaker axe for woodcutting.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Stronghammer on October 28, 2011, 10:16:46 pm
Bump for awesomeness?

Edit: i think i found a bug. I went to trade with the bretonians and one of their foodstuffs was humans lol um dont know why but ya.

(http://img263.imageshack.us/img263/4975/humanfood.png)

Loving the Ironbreaker armour as it really did make my dabbling warrior survive the battle with the elf spearman, without a scratch i might add.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Krantz86 on October 31, 2011, 10:27:26 am
well, check this out
http://warhammeronline.wikia.com/wiki/Ironbreaker

Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Stronghammer on October 31, 2011, 07:16:23 pm
Yay things were going great until a gor came and stoved the head of my ironbreaker in.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Teneb on November 01, 2011, 11:21:59 am
Yay things were going great until a gor came and stoved the head of my ironbreaker in.

Hooray! Fun for everyone.

I was worried about beastmen for a moment, considered the nearly always get wiped out (or get very close to) in my worldgens
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Azkanan on November 01, 2011, 11:33:00 am
I currently have the life-fulfilling obstacles of a gnat, so I reckon I could mindlessly wittle away at a full Warhammer Mod.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: SDood on November 03, 2011, 02:48:36 pm
Thanks so much for doing this everyone, i have been looking forward to a mod like this for a while.I am hoping to contribute and am currently making the Dark Elves ;D,it is off to a good start and the first version will be released hopefully before too long.Keep up the good work everybody!
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Shintaro Fago on November 04, 2011, 10:07:43 am
Bump, hopefully my new castle survive long enough to test champions and knights against monsters of chaos and skavens.
(http://gmclan.org/uploader/4365/castle.png)
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: SDood on November 04, 2011, 03:31:31 pm
I finished the first version of my Dark elf mod and uploaded it here http://dffd.wimbli.com/file.php?id=5139

-A playable Warhammer Dark elf race
-7 custom castes including the Naggaroth Black Guard,the fearsome Witch elfs of Khaine,and the gruesome Druchii Executioners
-Two custom creatures,the highborn favored Cold ones,and the destructive War Hydra
-Druchii weapons and armor

Its fairly fully featured for a 0.1 release i didn't get around to making any custom buildings or reactions yet,there aren't any errors in the errorlog for it which is good.I am new to modding this being my first mod,so i am still learning.

Alot of testing and fine tuning needs to be done so consider this a beta.

Any help will be much appreciated,thanks everyone :D
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Teneb on November 04, 2011, 03:53:23 pm
Are your dark elfs assigned to forest retreats, dark fortresses or mountain halls (in entity file)?

If so, it's because forest retreats, dark fortresses and mountain halls do not currently exist, so adventurers spawn in cities of other races, if they are a non-city civ.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: trees on November 04, 2011, 04:07:39 pm
Hi.

I am not going to even pretend to be familiar with the Warhammer universe at all. However, I was very interested in some of the things going on in this thread so I thought I'd checked it out. There are quite a few bugs in the dffd package on the front page, and I thought I might as well fix them because I like this project and wanted to help out a bit. At the very least, this should now return a clean errorlog.

The download can be found here (http://dffd.wimbli.com/file.php?id=5141). It only includes the edited files.

Things fixed:
Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Teneb on November 04, 2011, 04:14:48 pm
I already fixed the toenails in my own version (since I created them). But until I am able to make reactions for them, there isn't much point in placing it here.


EDIT: Nurglings with brass tendons?
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: trees on November 04, 2011, 04:17:29 pm
As I said, I know nothing about the Warhammer universe. In the raws, they had:
Code: [Select]
[USE_MATERIAL_TEMPLATE:SINEW:INORGANIC:BRASS]so I just corrected that to actually work.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: SDood on November 04, 2011, 04:36:45 pm
Are your dark elfs assigned to forest retreats, dark fortresses or mountain halls (in entity file)?

If so, it's because forest retreats, dark fortresses and mountain halls do not currently exist, so adventurers spawn in cities of other races, if they are a non-city civ.

Yes they are set to dark fortresses,thanks so much ill have that fixed in the next version.

thanks for the bugfixes tree's.

I released the first version of the High Elves here http://dffd.wimbli.com/file.php?id=5143

 Features
-Warhammer High Elf Race
-Asur weapons and armor

This is more or less a placeholder for the High Elf race at the moment,and replaces the generic elves with the included new default entity file.

Im going to start to add more basic non playable races to get them started and in game,hopefully it will motivate others to work on them. :)

Released the first version of the Wood Elves here http://dffd.wimbli.com/file.php?id=5144

Features
-Warhammer Wood Elf Race.
-Asrai weapons and armor

is more or less like the High Elves release though i have tweaked the entity's to make them like Wood Elves.

Released the first version of the Norse from Norsca here http://dffd.wimbli.com/file.php?id=5147

-Minor race the Norse from Norsca
-Norse weapons and armor

This is more or less a placeholder for the Norse race at the moment,unique castes and creatures still need to be added.

Released the first version of The Empire here http://dffd.wimbli.com/file.php?id=5148

Features
-Race the Empire of Man

again like the other three this is more or less a placeholder for the Empire race includes,Reikspiel (german) language and changes to make the humans more imperial like.Still needs custom weapons,armor,items,creatures,castes.

Includes new entity_default file which deletes the generic humans as The Empire replaces them,also has the generic elves deleted as this is to be used with the High Elf mod and the other Warhammer mods.

I think that's enough for today  ;D  i'll still be working on getting all major and minor races ingame to some extent.Now time to go dine on some High Elf bones.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: SDood on November 06, 2011, 12:19:57 pm
Released the first version of the Chaos Dwarves here http://dffd.wimbli.com/file.php?id=5155

features
-Chaos Dwarf Race
-Dawi zharr weapons and armor

this is more or less a placeholder for the Chaos Dwarf race still needs more custom castes and creatures.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Teneb on November 06, 2011, 12:24:13 pm
As far as I am aware, the Chaos Dwarfs are being worked on by someone else, who is also making stuff such as hobgoblins and living siege engines. Check back the thread a bit.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Krantz86 on November 06, 2011, 02:18:13 pm
hello, "trees" fixes are greatly appreciated, i added them instantly to the next release, as for the new races i'm currently testing Dark elves


EDIT: a little issue with shields: wooden "iron talon shield" at carpenter's workshop
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: SDood on November 06, 2011, 02:40:03 pm
As far as I am aware, the Chaos Dwarfs are being worked on by someone else, who is also making stuff such as hobgoblins and living siege engines. Check back the thread a bit.

Awesome, i didn't know that.I need to get to testing the dark elves more as that is the only one i've released thats playable and try and add upon that and fix bugs.Any help will be appreciated thanks everyone im still learning.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Krantz86 on November 06, 2011, 03:38:47 pm
added SDood's Dark Elves to the main (plus trees fixes)
now the evil spawn of Naggaroth will haunt your children nightmares




just one thing, guys please add a README in your releases
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: SDood on November 06, 2011, 06:07:52 pm
added SDood's Dark Elves to the main (plus trees fixes)
now the evil spawn of Naggaroth will haunt your children nightmares




just one thing, guys please add a README in your releases

Okay ill add a readme with some information about the castes and creatures with the next release on the Dark Elves.I need to figure out how to add buildings now,i demand Druchii torture chambers.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Black_Legion on November 06, 2011, 09:23:36 pm
As far as I am aware, the Chaos Dwarfs are being worked on by someone else, who is also making stuff such as hobgoblins and living siege engines. Check back the thread a bit.

As far as I am aware, the Chaos Dwarfs are being worked on by someone else, who is also making stuff such as hobgoblins and living siege engines. Check back the thread a bit.

Awesome, i didn't know that.I need to get to testing the dark elves more as that is the only one i've released thats playable and try and add upon that and fix bugs.Any help will be appreciated thanks everyone im still learning.

Feel free to work on the Chaos Dwarves, I haven't been able to get much work done because my university is currently in midterm mode, I only just got done with that stretch of !!FUN!!. The hobgoblins need some work, essentially the creature file is done but I don't have a way to integrate them into the CD population and still keep the "slave race" feel. The living siege engine is about half done and I'll continue to bust it out now that I don't have to worry about midterms.

I have Bull Centaurs and hoofed Dwarves done but I am lacking Sorcerers and Lammasu. This is in part because I think the interaction system would work well. I'll post my work if you want.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: trees on November 06, 2011, 09:47:03 pm
The hobgoblins need some work, essentially the creature file is done but I don't have a way to integrate them into the CD population and still keep the "slave race" feel.

The closest thing you can get to this is to make them like trolls are with goblins - give the hobgoblins [CAN_LEARN] and [SLOW_LEARNER] and an appropriate biome for the chaos dwarves to get them from (like [EVIL] if the chaos dwarf entity has [USE_EVIL_ANIMALS]) and they'll drag them along, unarm(or)ed, in squads for sieges.
That might have some weird effects in fort mode, though, I think they'd be like tigermen and just eat your food and become mayor without doing any work.
Title: Re: fans and modders requested for a Warhammer TC - V0.3c
Post by: Black_Legion on November 06, 2011, 10:20:57 pm
Spoiler (click to show/hide)

Thanks, I hope maybe with some clever effort with burrows you may be able to provide a first line of defense with a hobgoblin warren outside their fortress. I think DF Therapist or a related tool may allow you full membership and functionality though. It's not ideal as I'd rather the mode be reliant on its own resources...
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Krantz86 on November 07, 2011, 04:34:28 pm
got the first dark elven siege, 22 elves down vs 6 losses 4 slayers (no plated armor) and 2 Ironbreakers, a Hell of a fight with Urist McSlayer killing the last two elves by slicing their throat with his theets after losing both arms!

ps: he died shortly after from blood loss sadly (or luckly)

PPS: even if they need some fixes thumb up for DE
         testing finished, i will not add placeholders to the main (balancing issues) but i'll post a link to them in the main page
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: SDood on November 08, 2011, 12:07:18 am
got the first dark elven siege, 22 elves down vs 6 losses 4 slayers (no plated armor) and 2 Ironbreakers, a Hell of a fight with Urist McSlayer killing the last two elves by slicing their throat with his theets after losing both arms!

ps: he died shortly after from blood loss sadly (or luckly)

PPS: even if they need some fixes thumb up for DE
         testing finished, i will not add placeholders to the main (balancing issues) but i'll post a link to them in the main page

Thanks that was my first mod i'll release a new update after i add more,fix bugs and do more testing.I agree with the placeholders i released them in case someone else wanted to work on them i plan to finish the High Elves after i get the Dark Elves where i want them,then move on to the Wood Elves.I'm busy with school but i'll do what i can.

You sound like your doing an amazing job Black_Legion you could upload your work if you want but i wont be able to work on it anytime soon,it's going to be awesome when you finish it.
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Light forger on November 08, 2011, 12:51:09 am
I'm willing to take a crack at making lizardmen if any of you want to add them to this mod.
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: SDood on November 08, 2011, 01:25:00 am
I'm willing to take a crack at making lizardmen if any of you want to add them to this mod.

That would be amazing if you could make lizardmen.  :D

I ended up finishing the Norse race so i removed it from placeholder here http://dffd.wimbli.com/file.php?id=5147

Features:

-Tribes of Norsca race
-Norse weapons and armor
-Three custom castes norse warriors,berserkers and shield maidens

They are non playable like Beastmen and should prove a lot of fun as attackers.Also i removed the Chaos Dwarf placeholder.
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Krantz86 on November 08, 2011, 12:55:34 pm
ok i'm going to start tsting the Norse tribes, for now i've done a little tweaking to ingame plants, (after seeing a Warlord of Khorne drink a strawberry juic... ehm wine) i changed some plants to potatoes,barley and i renamed the pig tails to Thick moss
also i changed the names of some alchoolic beverages so that other races can produce "cave Beer" insted of Dwarven beer, i'll upload it separately as optional file

here the link
Spoiler (click to show/hide)

tell me what you think, also i'm planning to expand the vanilla plants with the in/famous plants of warhammer that are truly needed:
for now: the Mad Cap fungus
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Karakzon on November 08, 2011, 03:17:14 pm
anyone done wood elves yet?
I would like to see the tree kin and so forth. i know their was an old reference of a dying out race of Treeblood ent things that the norse would fight.

Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Krantz86 on November 08, 2011, 05:40:52 pm
Sdood said it will begin working at Wood elves after he's done with the other kind, so you'll have to wait to see forest dwellers

PS: i need suggestion on more content for the dwarves, except for gunpowder (which i would wait to add until the empire get out to avoid confilcts)
so everyone please post suggestions
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: SDood on November 08, 2011, 05:53:45 pm
Sdood said it will begin working at Wood elves after he's done with the other kind, so you'll have to wait to see forest dwellers

PS: i need suggestion on more content for the dwarves, except for gunpowder (which i would wait to add until the empire get out to avoid confilcts)
so everyone please post suggestions

Hey Krantz i can start working on the Empire next if you need me to get it out i already have a general idea on the new castes and weapons and armor to add wont have any gunpowder units yet of course but i can get it to a early state like the Dark Elves.Not exactly sure when i'm going to finish it but i can probably get out the first version this week or the next.

New Warhammer plants sounds great.

And Karakzon yeah i plan on getting the first version of the Wood Elves out sometime in the near future after i finish High Elves unless someone else wants to tackle it.

I released a small update to the Norsca race updated it to 0.2a just has some various small fixes and changes.

The Dark Elves are going really well and i will probably release v0.2 this weekend i'm real happy with it compared to v0.1 i just need to do a bit more with it.I have started to work on The Empire and have been making good progress on it the v0.2 release isn't too far away.
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Black_Legion on November 10, 2011, 11:12:51 pm
I'm loving the fact we have some druchi to play with! Especially if the can craft Dwarf Hide Tunics... I believe it was called a kheitan or something similar?

Also I come bearing a gift of greenskins!

Spoiler (click to show/hide)

I'm going to add Black Orcs as a rarer caste with good leadership, discipline, and focus thus making them ideal leaders and master crafters...
They also come with innate skills in armor and weapons meaning they will also be valued for being valuable soldiers.

I want to make sure I'm on the right track so far before I begin implementing the BO's and then move onto the entity file.

@Deathsword
How are the night Gob's coming? Would it be okay to include your goblins with the orcs to make them a proper Orcs and Goblins entity once you are done?

*PS: For Greenskin equipment there will be Choppas!
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: SDood on November 10, 2011, 11:26:41 pm
Great job Black_Legion greenskins are looking good going to be awesome when they are done.Yes i have Khaitan robes in the v0.1 release which can be made from any leather.
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Shintaro Fago on November 11, 2011, 03:55:53 am
SDood is the man this mod needs. Keep up the good work

also, bretonnian castle:
Spoiler (click to show/hide)

Further testing proved I will have to add peasant-exclusive weapons and stuff.
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: mpedroso on November 11, 2011, 04:38:11 am
guys, just here to say THANK YOU for such an amazing mod!
New to the whole DF thing and a big fan of WHF, so you guys made my day! Don't know if I could help, but I would if I could.
All I have is knowledge of the fluff :(

But, again:

THANK YOU! you guys rock!

May the light of Sigmar shine upon you all (even on those ungodly Chaos things that keep attacking my fortresses)
(edit: some typos - I may left some, I'm sorry)
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Krantz86 on November 11, 2011, 11:20:01 am
reading your post just made me finally think a name for the mod
 

                               


what do you think guys, approved?

PS: releasing new version soon NORSE added, small change to dwarves and adventurer (File Format insted KMOD KMOD_ADVENTURER and dwarfish files are now _DWARF)
and if they start working:
Rifles - Working fine Added
Throwing axes Chainfists - TEST FAILED: UNBALANCED Kraka Draka fans will have to wait
(more or less an axe with chain wrapped aroud the user's wrist you can SMASH or SPIN THE AXE in hth)

random artifact: raw adamantine axe
Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: SDood on November 11, 2011, 03:41:58 pm
Thanks guys.

I have been calling this mod Warhammer Fortress since i first started playing it so the name change is fine with me.

I released version 0.2 of the Dark Elves here YAY!! http://dffd.wimbli.com/file.php?id=5139
I made a lot of changes to it compared to 0.1 so im fairly happy with it.

Features
-A playable Warhammer Dark elf race
-8 custom castes including the Naggaroth Black Guard,the fearsome Witch elves of Khaine,the gruesome Druchii Executioners,the Druchii corsair pirates,follower of Khaine disciples and the swift and silent Druchii Shades.
-Three custom creatures,the highborn favored Cold ones,the destructive War Hydra,and the tormenting Druchii harpy.
-Druchii weapons and armor

Changelog:
0.2 added more castes and creatures.stat and balance changes.Many other misc changes.

I also released version 0.3 of the Norse race here http://dffd.wimbli.com/file.php?id=5147

Changelog:
0.3 balanced stats and other misc changes.

I also released a bugfix for mrtspence's Forces of Chaos mod.There was an error with the female Khorne Champion caste that would make them be called nothings instead of their proper name.

Now i have to get back and finish The Empire..Will be out next week.

Title: Re: fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 11, 2011, 04:32:25 pm
OK new version got out remember that i changed "dwarf's" file structure to a standard remove my old mod files if updating or even better use a clean DF "install"

EDIT: abovementioned updates included

EDIT2: i'm going to test how it is to swap Kobolds with Orcs

EDIT3: i'm trying to make a new race, savage orks not very competitive but full of bone and stone weapons
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: SDood on November 11, 2011, 06:39:11 pm
Thanks for the release Krantz.And i love the idea of having Savage Orks in to replace Kobolds,good luck with it!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 11, 2011, 08:29:02 pm
my bad i entirely forgot to substitute the old Entity_dwarven (work in  progress) with the entity_dwarf

Spoiler (click to show/hide)

i had removed the rifles (you can build them only in the guild's workshop) and the absolutely unbalanced throwing axes, i'll fix it asap, tell me if you find more bugs

EDIT: uploaded the fixed version, please test again
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: SDood on November 11, 2011, 11:20:40 pm
Tested the new upload and get no errors from the dwarves except duplicate objects but that isn't a big deal that was from the earlier one to.

Duplicate Object: building Guild_W
Duplicate Object: building RUNECRAFT_W

The optional plant file gives me these three errors:

GRASS_WHEAT_CAVE: Could not locate material template BREAD_TEMPLATE
GRASS_LONGLAND: Could not locate material template BREAD_TEMPLATE
VINE_WHIP: Could not locate material template BREAD_TEMPLATE

Other than that those are the only errors from the errorlog.Looking forward to trying the runecrafts and engineers guild,sounds awesome.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 13, 2011, 02:18:44 pm
i need someone to test the Savage ork's alpha, anyone interested?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Karakzon on November 13, 2011, 02:53:40 pm
just to ask:
could you update the front page to include a full file/list of the dl links for each civ of this mod when done?
ide love to test this all out, but like alot of people, im inherintly lazy so wouldnt want to peice together the mod from everyones posts.

bit of a bad statement considering i love your work, but it would be apreciated if you could acomidate the lazy perveiwer of these fourms.
Best regards, and with best wishes, Karakzon.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 13, 2011, 04:13:58 pm
the main file merges everyone's mods, when someone post an update i'll always include it in the main release
so to install the FULL races just download it and place all the .txt files in your raws folder

EDIT:cleared in the main page
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Karakzon on November 13, 2011, 04:31:40 pm
ah thanks.
sorry ^^
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: SDood on November 13, 2011, 06:55:23 pm
i need someone to test the Savage ork's alpha, anyone interested?

Sure upload it and i'll give it a look.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 13, 2011, 07:02:55 pm
here they are, if they pass the test i'll add them

download link
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: SDood on November 13, 2011, 09:23:59 pm
here they are, if they pass the test i'll add them

download link
Spoiler (click to show/hide)

On your entity file under translation you have it set to [TRANSLATION:Dwarfs] so you need to change it to [TRANSLATION:GOBLIN].That's the only problem i have run into so far.

Great job on the Orks Krantz it's nice to have some greenskins in the mod.Though like beastmen they tend to die out from starvation in anything other then very short worldgens.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Black_Legion on November 14, 2011, 12:09:31 am
I've got the Black Orcs done, only thing left to do now is create me some slag pits and get their entity file done. I'm liking how the Savage Orcs are coming along.

Any word on the night goblin mod? I'd like to include the goblins as a creature in the entity file, specifically as a caste.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 14, 2011, 07:29:58 am
i'm trying to see how S.O. will work with snotlings included i added the [NO_EAT][NO_DRINK] tags to them, also mrtspence do you mind if i borrow your DEATH_ENERGY for my dwarves? i'm planning to add the Great Ritual Of The Forge wich may cause the death of the performer

EDIT: i forgot, i've obtained the permission of Bdog to implement his useful loading station mod to the Total Conversion
link:
Spoiler (click to show/hide)
for dwarves i'll change the WHEELBARROW to MINECART
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Teneb on November 14, 2011, 09:49:32 am
How are the night Gob's coming? Would it be okay to include your goblins with the orcs to make them a proper Orcs and Goblins entity once you are done?

*PS: For Greenskin equipment there will be Choppas!

I have the creature RAW ready, but I've been unable to work on the other stuff (squigs) since I'm a bit busy trying to get into an university. If you want I could throw the RAWs here.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 14, 2011, 01:36:39 pm
i tweaked a little the Savage Orks, also i have added Giant Boars to Evil Pets for them to raise, i'll release them soon, should i implement Massive Choppas as "top of art" weapon?
after i finished the upgrade i'll release the Main veriosn update

EDIT: i just got a nice world from v.6 here a pic
Spoiler (click to show/hide)
Title: Re: fans and modders requested for a Warhammer TC - V0.4
Post by: Black_Legion on November 14, 2011, 02:03:28 pm
How are the night Gob's coming? Would it be okay to include your goblins with the orcs to make them a proper Orcs and Goblins entity once you are done?

*PS: For Greenskin equipment there will be Choppas!

I have the creature RAW ready, but I've been unable to work on the other stuff (squigs) since I'm a bit busy trying to get into an university. If you want I could throw the RAWs here.

Sounds good, that hould help me get the entity file for the greenskins done. I just got past the massive hill of projects for my university so I can now have some time to work on a few mods till exams.

i tweaked a little the Savage Orks, also i have added Giant Boars to Evil Pets for them to raise, i'll release them soon, should i implement Massive Choppas as "top of art" weapon?
after i finished the upgrade i'll release the Main veriosn update

EDIT: i just got a nice world from v.6 here a pic
Spoiler (click to show/hide)

Krantz be careful about the spelling of the greenskins. Orc is the green fungoid creature what loves crumpin' things that exists in Warhammer Fantasy. Ork is a green fungoid creature existing in Warhammer 40k which loves more dakka!

Its a subtle but important difference!
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Krantz86 on November 14, 2011, 03:42:47 pm
i did it on pourpose, since normal orcs consider savage orcs to be nuts, I've use a Freakish accent, at least till i find a way to code innate madness

quote "their brain got burned by south's sun"

EDIT: last time I played with greenskins Grimgor had 7A at 7Str and i think was about 2-3 edition ago
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: Teneb on November 14, 2011, 04:33:49 pm
Spoiler: Night Goblin RAW (click to show/hide)

Spoiler: Incomplete Squig RAW (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.5
Post by: SDood on November 14, 2011, 07:52:46 pm
Woo!I have released the second version of the Empire and have removed it from placeholder status here http://dffd.wimbli.com/file.php?id=5148.

Features
-Playable Race the Empire of Man
-Eight custom castes including members of the Imperial greatswords,Imperial Knights,War Priests of Sigmar and Bright Wizards
-Custom creature the Mythical Pegasus
-Imperial weapons and armor

Includes new entity_default file which deletes the generic humans as The Empire replaces them.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7
Post by: Krantz86 on November 14, 2011, 08:50:52 pm
new version out i was about to release 0.6 then Sdood came out with the empire.... so v0.7

as for dwarves, check out the new superweapon, a Super Axe, yet VERY expensive to produce
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7
Post by: Karakzon on November 15, 2011, 03:32:46 pm
new version out i was about to release 0.6 then Sdood came out with the empire.... so v0.7

as for dwarves, check out the new superweapon, a Super Axe, yet VERY expensive to produce

think youde be able to make metiorite iron pockets -star iron- for the all time dwarven super weapons? -Gotreks axe-
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7
Post by: Krantz86 on November 15, 2011, 04:51:16 pm
gotrek's axe was forged by a GOD, i don't think that dwarves can forge something like that, as for meteoric iron i've added gromril(dwarven name for MI), and i'm planning to add it to soil layers (when i figure out how) then everyone will have chances to find meteoric iron while dwarves will have the reaction to refine it in dwarven gromril the most precious substance known in dwarven kingdoms

EDIT:
 *while typing about mining and weapons an idea struck this crazy dwarven fan*
...drills.... goblins....
*puts his hand together forming the "finger pyramid of evil contemplation"*
*open his worn dwarf armybook*
drills.... eheheh
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7
Post by: XxPhogxX on November 15, 2011, 07:22:32 pm
I just wanted to thank you guys for making such an awesome mod! I've been having tons of fun with it and its not even done yet!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7b
Post by: Krantz86 on November 15, 2011, 07:56:34 pm
XxPhogxX, flattery will get you everywhere

EDIT: btw plans for the future
DWARVES
- Weapons: Wrench, Drill, AldGrund(SupHammer) Done,Done;POSTPONED
- Armors: Leather Apron, Miner's Helmet (category: clothes) - ALL DONE
- Name Fixes: Az(for runic axe), Grund(for runic hammer), Klad(Runic plate), "Zulbarak"(for Runic Ironbreaker Armor) - ALL DONE
- New Caste : Engineer
SAVAGE ORKs
-Weapons: scavenged weapons can be turned into Choppas a (axe category mostly blunt weapon) that will require less work than building it from scrap ALL DONE
- Buildings Gork's or maybe Mork's Totem...
-reaction imbue weapons with Gork's or maybe Mork's power
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7b
Post by: Teneb on November 16, 2011, 01:55:48 pm
Couldn't you have a "scavenge" reaction for every type of weapon?

Axe -> Choppa
Sword -> Slasha (at least I think they call it like this)
Spear -> Stabba
Hammer/Mace -> Basha

don't know the names orcs/goblins give to ranged weapons.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7b
Post by: Krantz86 on November 16, 2011, 02:44:24 pm
i think that Savage Orks have a limited access to "normal" Orcs weaponry, they'll use any weapon found but i find hard to think that they will manage to mantain them, instead i think that even a half-mad orc will manage to hammer togheter a "sharp thing "and a stick to build a weapon,  i won't remove the weapons that they can already do (like spears) but for now i'll add a new rection to turn ANY kind of weapon into a Choppa or a HUGE Choppa
i imagine them building a Choppa like this
Axe -> pretty much already a choppa, probably they'll just add a "orchish touch"
Spears -> add a sharp rock and some wraps
Hammer -> just "hammer" your hammer to get a sharp side
crossbows/bows -> well they ARE nuts, but somehow they'll manage something
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7b
Post by: SDood on November 16, 2011, 04:47:40 pm
I'm finishing up the elves hopefully i'll be all to get at least one of em out this week.Then i'll begin to update the other races.Loving the Savage Orks Krantz,very cool.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7b
Post by: Teneb on November 16, 2011, 07:44:53 pm
Had some crazy idea here:

Make a reaction to turn metal into "spiky bitz", then you can combine those with scavenged weapons to make them "orky".
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.7b
Post by: SDood on November 17, 2011, 01:55:40 pm
I finished the Wood Elves and removed it from placeholder here
Spoiler (click to show/hide)

-Warhammer Wood Elf Race.
-Four custom castes including the Wood Elf Glade Guard and Spellsingers
-Two custom creatures the mighty forest spirit possessed Tree Kin and The Wood Elf flying mount the Warhawk
-Asrai weapons and armor

Includes new entity_default file that deletes the generic elves as the wood elves replace them,also has generic humans removed as this is to be used with the Warhammer Fortress mod.

I decided to make them non playable in fortress mode as i feel they work better that way.

Released Dark Elves version 0.3 here
Spoiler (click to show/hide)

v0.3 many balance and error fixes.Changed descriptions for castes to be more recognizable special thanks to Deon for the idea.

On another note i'm going to be releasing updates for the races i've worked on and i'm going to finish the High Elf race.

Updated the Norse to version 0.4 here
Spoiler (click to show/hide)

v0.4 stat balancing and error fixes.Added caste Huskarl,added creatures snow troll and war mammoth.changed language to Danish.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Krantz86 on November 17, 2011, 03:21:29 pm
New version released:
elves  added
some updates to dwarves and Orks

sorry but the norse will have to wait a little
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: SDood on November 18, 2011, 02:16:58 pm
New version released:
elves  added
some updates to dwarves and Orks

sorry but the norse will have to wait a little

Thanks for the release Krantz nice updates on the Dwarves and Orks.The Wood Elves aren't actually included,and the Dark Elves are still at version 0.2 though the readme included is from 0.3 there is also a Empire changelog and a changelog_Chaos inside release folder.No biggie i don't expect you to make a new release right after every update you can add them whenever you feel appropriate.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: mrtspence on November 18, 2011, 02:20:17 pm
Woah! Laptop has been repaired so I'm back, baby!

Trees, thank you SO much for the typo fixes, those have been staring me in the face on my to-do list and I've been lacking the will to fix those forever :D. I'm crediting you on my next update, whenever that comes around! Can you pm me a link/post one to the changed RAWS so I can fully fix all the errors and put out an update, or is the stuff in your post way back on page 12 (or whatever it was) all we have?



I love how this is coming along. Very pleased to see all these new races!

 I seem to have lost a lot of steam on my Lizardmen update and, as I didn't keep a to-do list, I am not exactly sure what my next step for that is.

That being said, I have all the basic casts (Saurus, Skink, Slann) done but with a ton of tweaking needed (I fear armour may not work too well at the moment as Slann are quite big--may make Slann smaller but just have huge weight variance, which I think should ensure success).

I think my next step is to properly add in the pet animals: I have kroxigor and seem to have frames for razordons, salamanders, stegadons, and carnosaurs.

I have a custom system of reactions set up to create the lizardmen's fabled obsinite metal, and was going to make it so that lizardmen could only make bone armour (as that's all they seem to wear--but sometimes with gold decorations).

I am also thinking of creating a new body template and tissue template to make lizardmen have incredibly thick scales, as they count as wearing heavy armour in the tabletop when buff naked!

Seem like the right direction to you guys?

I have only 2 more papers due in the next while before my finals, so I might have time to actually sit down and get most of this done!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: SDood on November 18, 2011, 02:33:40 pm
Welcome back mrtspence love your Chaos mod and the Lizardman one your making sounds great.The fixed raws for your chaos mod is inculude in Warhammer Fortress or here for trees fixes http://dffd.wimbli.com/file.php?id=5141, i also fixed a small error,there was an error with the female Khorne Champion caste [CASTE:MALE_KHORNE_CHAMPION] [MALE] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] was included in the caste and it made them be called female nothings.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: mrtspence on November 19, 2011, 04:20:38 am
Welcome back mrtspence love your Chaos mod and the Lizardman one your making sounds great.The fixed raws for your chaos mod is inculude in Warhammer Fortress or here for trees fixes http://dffd.wimbli.com/file.php?id=5141, i also fixed a small error,there was an error with the female Khorne Champion caste [CASTE:MALE_KHORNE_CHAMPION] [MALE] [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] was included in the caste and it made them be called female nothings.

Haha! Good save! That one was really painfully noticeable once I actually noticed it. Clipped the extra facial hair insurance from the Male Khorne and Nurgle Champion class too. Don't remember adding that in as it literally accomplished nothing, and that it was only on 1/3rd of the male castes was amusing, but it didn't used to be there haha! Must have been a sloppy copy-and-paste from another one of my entries or something.

Thanks so much, Trees and Sdood. You have improved my mod appreciably with these corrections!

The new version (0.51b) is now up:

http://dffd.wimbli.com/file.php?id=3612

Cheers! Hooray!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: mrtspence on November 19, 2011, 02:14:53 pm
I've been busy!

Pardon the double post, but it is enough new content that a bump is justified.

Literally just finished the 0.1 alpha of the Lizardmen mod and want to turn it over to you guys for bug testing/feedback/improvements/etc.

It can be found here: http://dffd.wimbli.com/file.php?id=5194

It is likely to be lacking functionality in many respects (read: crippling bugs possibly), but it should provide a good framework for further improvement.

Cheers!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: SDood on November 19, 2011, 04:17:06 pm
I've been busy!

Pardon the double post, but it is enough new content that a bump is justified.

Literally just finished the 0.1 alpha of the Lizardmen mod and want to turn it over to you guys for bug testing/feedback/improvements/etc.

It can be found here: http://dffd.wimbli.com/file.php?id=5194

It is likely to be lacking functionality in many respects (read: crippling bugs possibly), but it should provide a good framework for further improvement.

Cheers!

Grats on the release mrtspence.I'm not sure why but the update you released for Chaos causes two new civilizations to spawn one named "forgotten beasts" and the other named "rat" i think it is caused by the duplicate nurgling file creature_nurgling as opposed to creature_nurgling_chaos which is the newer one i deleted the creature_nurgling file and i didnt have that error anymore.

Congrats on the lizardmen they are awesome!Though they do have errors like you said,no biggie.

Here is the errorlog with the older duplicate nurgling file removed and Lizardmen added.

Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Krantz86 on November 19, 2011, 06:14:47 pm
wow a lot of new stuff, i'll start working on adding new soon, i'm just trying to add a new tasty weapon...

..mmh i tested the liz, nice but a bit too much buggy, while playing with them at least, i'll add them at the main page under Optionals, i'll wait for a more stable beta for the main, still i understand that "bioengineering" is difficult and that creating a new race from scratch so don't take this as a offense, i know that they will be great as soon you work on them since you're a very talented modder mrtspence


Quote
Thanks for the release Krantz nice updates on the Dwarves and Orks.The Wood Elves aren't actually included,and the Dark Elves are still at version 0.2 though the readme included is from 0.3 there is also a Empire changelog and a changelog_Chaos inside release folder.No biggie i don't expect you to make a new release right after every update you can add them whenever you feel appropriate.

I humbly apologize with every due respect for my error, it's just that i have 6 verions of DF installed and sometimes i screw thing bad.... really bad... working on fixes right now


EDIT: anyone has a suggestoin about new plants?
EDIT2: can orcs die of old age?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: SDood on November 19, 2011, 11:30:39 pm
wow a lot of new stuff, i'll start working on adding new soon, i'm just trying to add a new tasty weapon...

..mmh i tested the liz, nice but a bit too much buggy, while playing with them at least, i'll add them at the main page under Optionals, i'll wait for a more stable beta for the main, still i understand that "bioengineering" is difficult and that creating a new race from scratch so don't take this as a offense, i know that they will be great as soon you work on them since you're a very talented modder mrtspence


Quote
Thanks for the release Krantz nice updates on the Dwarves and Orks.The Wood Elves aren't actually included,and the Dark Elves are still at version 0.2 though the readme included is from 0.3 there is also a Empire changelog and a changelog_Chaos inside release folder.No biggie i don't expect you to make a new release right after every update you can add them whenever you feel appropriate.

I humbly apologize with every due respect for my error, it's just that i have 6 verions of DF installed and sometimes i screw thing bad.... really bad... working on fixes right now


EDIT: anyone has a suggestoin about new plants?
EDIT2: can orcs die of old age?

Thanks for the release Krantz no big deal about the error.And to answer your question on Orcs,as you can imagine most orc's tend not to live long prosperous lives and tend to be murdered one way or another,the oldest orcs are the biggest and the strongest.Orcs have an "adrenaline-fuelled metabolism," which means that they grow in size, strength, endurance, and belligerence as they fight and defeat opponents.This is going by the wiki,forum posts i have found at it appears there isn't a general consensus on it since orcs tend to die violently and young;so apparently as long as they fight and don't die i guess their immortal?Probably a maxage setting of 300-500 similar to that of dwarves would be fine.

And plants well...this is just going from plants in warhammer online here:Thief's nettle,gravel nuts,Dandeddragon,Argost creep,Spume petal,Smedley cap,Pyre ivy,Ashberry,Elvish Parsley,Spiderfrond,Beardweed,Grumpleaf.You could also add the legendary dwarven Bugmans brew,brandy,mead,bounty hunter Brunner's favorite schnapps,Tilean coffee.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: mrtspence on November 20, 2011, 01:30:47 am
Ya, I explicitly stated in the DFFD thing that the lizardmen mod was not a functional version haha! I just wanted to get it out here so all the numerous issues could be fixed at greater speed--it is an alpha, I don't want it included in the full mod yet!

Hell, if anybody wants to, they can take over the Lizardmen mod completely as long as they give me credit for the stuff I did.

Until we can make creatures from reactions, we cannot properly implement their spawning pools, so other than perhaps some new weapons and the like, I don't see any major next steps for the mod.


Also, thank you for the heads up about the duplicate error, those are especially bad. I think that was caused when I was merging the bugfixes Trees and you proposed.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Krantz86 on November 21, 2011, 12:42:41 pm
200+ downloads!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Shintaro Fago on November 21, 2011, 01:38:24 pm
(http://gmclan.org/uploader/4365/08.png)

Bretonnia is a feudal land, with its many peasants ruled by their noble overlords. When war threatens, it falls to every Bretonnian noble to muster his peasants for battle, don his armour and ride.

(http://gmclan.org/uploader/4365/v80.png)
Spoiler: CHANGES (click to show/hide)
Spoiler: CASTES (click to show/hide)
Spoiler: ITEMS (click to show/hide)
Spoiler: DOWNLOAD LINK (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Teneb on November 21, 2011, 04:26:41 pm
I've restarted to work on the beastmen. But I am running into a slight problem (desing-wise): beastmen are supposed to be savage, so I have a few reactions and workshops planned that turn metal into "scrap metal". That creates a problem, however. There is no way to prevent the player from not using said reactions, instead using the vanilla ones, aside from disabling certain labours for the race, wich I'd rather not do.

Any ideas on how to handle that?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Krantz86 on November 21, 2011, 04:31:33 pm
you shouldn't worry about "cheating" too much, i think most of players will play along the race rules, a way to make sure people don't get confused is to give them custom buildings that substitute vanilla ones like a...
...mmh.. "fell tree forge" or something like that can be buildt instead of the vanilla forge (mind that you cna't swap buildings, just add another one)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Teneb on November 21, 2011, 04:44:14 pm
you shouldn't worry about "cheating" too much, i think most of players will play along the race rules

Good enough. So far I've removed steel-making and chaos reactions from the race as well as changing certain noble names to more tribal ones (and removing baron, count and duke), except the manager, which I can't think of a name.

Reactions will probably take bones and such to make basic armor and weapons, with metal being scavenged from other races, getting "scraped" and then turned into whatever you want to make out of it.

Trap-making will have to remain in, hard-coded and all.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: Krantz86 on November 22, 2011, 07:17:08 am
i'm sorry to write this but my pc just got blown by a electicity spike, i've lost most of my files and i think that unless i manage to pull out a miracle future updates will have to wait STILL GET OUT, damn i'll figure out something!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: SDood on November 22, 2011, 09:20:04 pm
i'm sorry to write this but my pc just got blown by a electicity spike, i've lost most of my files and i think that unless i manage to pull out a miracle future updates will have to wait STILL GET OUT, damn i'll figure out something!

Wow that sucks Krantz.Let us know if you need any help,best of luck to you.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8
Post by: mrtspence on November 23, 2011, 12:45:51 am
i'm sorry to write this but my pc just got blown by a electicity spike, i've lost most of my files and i think that unless i manage to pull out a miracle future updates will have to wait STILL GET OUT, damn i'll figure out something!

Agh! That sucks. Exactly what killed my laptop too. Hopefully you can get that fixed soon. You have my support and sympathy.


Also, what more would you guys like to see in the lizardmen mod? Aside from the obvious and highly-needed bugfixes (until the thing is totally functional it will remain in alpha and out of the full conversion mod hopefully). I am not sure what direction to take it right now.


EDIT: Fixed the duplicate Nurgling error. That was a bad one. New version of Chaos Mod is up with that in mind.

http://dffd.wimbli.com/file.php?id=3612

Gonna try and learn how to do graphics for chaos. Advice would be awesome if you guys have any!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Krantz86 on November 23, 2011, 04:54:48 pm
my past in Freelancer: discovery helped as proud junker i took the 3, YES THREE broken computers that lied as Boooze holders in my bedroom/HQ and i *hammering a ship PC panel back in place* put them togheter, now i'm online again...

what i lost, and i have to redo:
-fixed dorfs skill/rate done
-fixed dorf prof names
-mod drill to be forged and/or crafted in two different ways
-added a new caste Runelords(vvvveeeery rare)
-added new items:
shieldfist - modded
Grudge books - modded
-added rune decorations


i've just added the last updats to the new release 0.8c (just some decimals)
updates included:
dwarves - minor update
Chaos- update
Bretonnia - update (and fixed some minor typos )

EDIT: if i forgot something tell me
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: TDSS02 on November 23, 2011, 07:13:07 pm
Hey Krantz86, just wanted to say keep up the good work. Looking forward to the finished mod.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Krantz86 on November 24, 2011, 06:18:24 am
Hey Krantz86, just wanted to say keep up the good work. Looking forward to the finished mod.
as i've already said flattery is more than welcolmed but you shouldn't forget every modder who spend his time learning and trying to improve their own contribute....

EDIT: i'm going to  release a metal that most races in warhammer use, the Raw Metoric Iron, i'll start working on soil layers
Spoiler (click to show/hide)
everyone who wish to use it should make a reaction that refine it in their own version
example of the dwarf's one
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: UltraValican on November 26, 2011, 10:29:48 pm
-Sees Greenskins
-Clicks download page
- Sees RAR file
Made this face
(http://1d4chan.org/images/thumb/d/dc/Ork_WTF_is_this.jpg/120px-Ork_WTF_is_this.jpg)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: mrtspence on November 27, 2011, 04:27:54 am
-Sees Greenskins
-Clicks download page
- Sees RAR file
Made this face
(http://1d4chan.org/images/thumb/d/dc/Ork_WTF_is_this.jpg/120px-Ork_WTF_is_this.jpg)

Google and download winrar. It is free and easy. Extract files. Enjoy mods!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: SDood on November 28, 2011, 12:15:12 am
Hey Krantz86, just wanted to say keep up the good work. Looking forward to the finished mod.
as i've already said flattery is more than welcolmed but you shouldn't forget every modder who spend his time learning and trying to improve their own contribute....

EDIT: i'm going to  release a metal that most races in warhammer use, the Raw Metoric Iron, i'll start working on soil layers
Spoiler (click to show/hide)
everyone who wish to use it should make a reaction that refine it in their own version
example of the dwarf's one
Spoiler (click to show/hide)

Thanks Krantz i'll use this for The Empire.

I'm still working on High Elves and the next release will likely be within a few days,then i'll work on updating the other races.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: mpedroso on November 28, 2011, 07:26:37 am
Hey guys!
I came here to thank everyone involved with the mod. you guys rock, but I have some questions:

1) why the skavens start without axes? Is this intentional?
2) again, with the skavens: can't make any of them nobles. Bug?
3) a more generic question: anyway to choose my race (civilization)? I've found the neighbors menu, but can't figure which race I'll be until the game starts.

thanks a lot guys!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Krantz86 on November 28, 2011, 07:51:10 am
about the question 3
in your neighbors menu you'll see something like this:
dwarves                      or                Orks
orks           ------                           dwarves          -----
dark elves   ------                           wood elves      -----
bretonnians war                               eshin skaven   war
and so on                                       and so on

the first race in the list is the one you're using the others are race that can contact you in that position (friendly or not)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: mpedroso on November 29, 2011, 12:58:46 pm
Thanks, Krantz86.

And the Skaven thing? Anyone experiencing the same thing?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: SDood on November 29, 2011, 03:07:42 pm
Woo! I finished the High Elves and removed them from placeholder here
Spoiler (click to show/hide)

-Playable Warhammer High Elf Race
-Six custom castes including the Phoenix Guard,Hoeth Swordmasters, and the Shadow Warriors.
-Three custom creatures The Great Eagle,Griffon, and Asur Dragon mount
-Asur weapons and armor

Changelog:0.2 removed from placeholder status,Many changes to the High Elves,added custom creatures,added more weapons and armor
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Andal on November 29, 2011, 05:54:31 pm
Thanks, Krantz86.

And the Skaven thing? Anyone experiencing the same thing?

Not only could I not start with axes, I couldn't make 'em either.

On an unrelated note, having a blast with my Khornate Champion adventurer, in full blood steel armor. I have quite the collection of skulls for the skull throne. Though his name changes every time I open the save. Heh, too RAGE to remember that silly name thing.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Teneb on November 29, 2011, 06:28:50 pm
Skaven don't have axes on their entity file for some obscure reason. Probably whomever created it forgot to add that.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Achitus on December 01, 2011, 08:56:44 pm
Really enjoying the mod so far, thanks to those that put it all together, the Imperials are definitely my favorite at this point, though I'm still getting used the the bit about not being able to make steel.

Just would be nice if it were possible to add in siege weapons, but I'm going on the assumption that it's impossible, which is a shame because on tabletop battles, artillery is where the Empire shined most, a battery of cannon and hellblasters would really ruin an opposing army's day.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Krantz86 on December 02, 2011, 07:23:23 am
i'm trying to mod the dwarven Organ gun(at least to be used in traps), if i manage to get it working....
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: SDood on December 02, 2011, 02:14:12 pm
Really enjoying the mod so far, thanks to those that put it all together, the Imperials are definitely my favorite at this point, though I'm still getting used the the bit about not being able to make steel.

Just would be nice if it were possible to add in siege weapons, but I'm going on the assumption that it's impossible, which is a shame because on tabletop battles, artillery is where the Empire shined most, a battery of cannon and hellblasters would really ruin an opposing army's day.

Thanks i actually already fixed the bit with The Empire not being able to make steel it was an error i made though i have not released it yet it will be fixed in 0.3.I would love to implement some sort of artillery as that would add something unique to the race,if Krantz finishes the Organ gun for the Dwarves i will add in a version for empire for sure.

If you have any further suggestions  or bug reports it would be much appreciated.I'm still working on updates for all of my races and actually started to add in and change creatures in Dwarf Fortress,I have been real busy with work and school but i'll release them when i finish them.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Pokon on December 02, 2011, 03:46:29 pm
While I know a lot of stuff is being worked on still ( Great job so far, guys!), I would like to make a reqest for Cygor/Gorgon/Jabberslythe semimegabeasts, with the Jabberslythe being a mega. :)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Achitus on December 02, 2011, 05:35:04 pm
Well that's good to hear, custom artillery being possible brings to mind all sorts of possibilities, I just love the idea of peppering a mass of these annoying dark elves that keep attacking me with a hellblaster bombardment.

As for the bit about steel, don't you simply have to add in a couple job permissions like pig iron and steel making? Not mocking you and I hope it doesn't sound like that, but I'm actually wondering, because I'm not certain.

And as for the bugs and such, not sure if this has been mentioned but there appears to be two separate Dwarf factions with the same name, looking at the civ tab when picking an embark I noticed that and was rather perplexed.

Anyway, thanks again, great mod and all that.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: SDood on December 02, 2011, 07:54:53 pm
Well that's good to hear, custom artillery being possible brings to mind all sorts of possibilities, I just love the idea of peppering a mass of these annoying dark elves that keep attacking me with a hellblaster bombardment.

As for the bit about steel, don't you simply have to add in a couple job permissions like pig iron and steel making? Not mocking you and I hope it doesn't sound like that, but I'm actually wondering, because I'm not certain.

And as for the bugs and such, not sure if this has been mentioned but there appears to be two separate Dwarf factions with the same name, looking at the civ tab when picking an embark I noticed that and was rather perplexed.

Anyway, thanks again, great mod and all that.

Yeah it was a simple fix with the permitted reactions available to The Empire in this case being pig iron and steel not being available since they were not permitted due to my oversite.I decided to release the bugfix here
Spoiler (click to show/hide)
Empire updated to 0.21.I'm going to be working on updating the Empire to 0.3 and get it out sometime next week.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Achitus on December 02, 2011, 09:14:46 pm
Fancy, saw a few other Warhammer mod bits there that I didn't notice before because I rarely look at the minor mod section, high elves and lizardmen, that'll be worth a look.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: mrtspence on December 03, 2011, 10:58:50 am
Fancy, saw a few other Warhammer mod bits there that I didn't notice before because I rarely look at the minor mod section, high elves and lizardmen, that'll be worth a look.

As a warning, unless someone else has made a lizardmen mod (which has not yet occurred to my knowledge), that is an alpha build of the lizardmen mod and isn't at a point where you could do a full playthrough with them.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: SDood on December 03, 2011, 10:11:57 pm
While I know a lot of stuff is being worked on still ( Great job so far, guys!), I would like to make a reqest for Cygor/Gorgon/Jabberslythe semimegabeasts, with the Jabberslythe being a mega. :)

Great suggestions Pokon they will be in the first warhammer creature mod i make,I'll try and get it out next week.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Achitus on December 03, 2011, 10:36:07 pm
Okay, just learned that, high elves are fine, lizardmen are an alpha build, should probably read a little more closely at that, I see.

Also, got one thing to mention about the Imperials, minor cosmetic gripe, Warrior Priests should be bald, I think... right? Lore-wise I remember them being bald, at least the males, not sure how to go about doing that, but it's probably doable if Dwarven Slayers can be made to have all orange hair.

EDIT: Oh, and another minor thing, since griffons exist with the high elves add-on, folks should probably remember to remove griffons from the fanciful creature list.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Shintaro Fago on December 04, 2011, 08:06:20 am
Keep up the great work everyone!

(http://img849.imageshack.us/img849/8223/specialweapons.png)
With almost 20 artifact weapons each brave knight will be different and Bretonnians are getting further and further from vanilla humans, which is a good thing I guess.

Also: halfing market with silly weapons using cook skill. Beware of hot pots!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: SDood on December 04, 2011, 03:32:17 pm
Okay, just learned that, high elves are fine, lizardmen are an alpha build, should probably read a little more closely at that, I see.

Also, got one thing to mention about the Imperials, minor cosmetic gripe, Warrior Priests should be bald, I think... right? Lore-wise I remember them being bald, at least the males, not sure how to go about doing that, but it's probably doable if Dwarven Slayers can be made to have all orange hair.

EDIT: Oh, and another minor thing, since griffons exist with the high elves add-on, folks should probably remember to remove griffons from the fanciful creature list.

Good catch on the War Priests i forgot to give them their signature shaved heads.I released The Empire 0.25 here
Spoiler (click to show/hide)
0.25 war priests now have shaved heads,description changes,appearance changes and various small changes.

I'll remove Griffons when i release my creature mod they are named just Griffons in the creature file while mine are named Asur_Griffon as i wanted to avoid conflicts,did the same with the harpies.So don't worry they wont conflict with each other.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Krantz86 on December 07, 2011, 04:25:22 pm
hello, i'll upload a new version soon with the HE and meteoric iron clusters and veins, i'm overburdened with work so please be patient, here a preview on what i'm working right now

Spoiler (click to show/hide)

also, achitus the second dwarven entity is the outpost dwarves, while karak dwarves settle mainly in the mountains the outpost ones can settle on surface, their site population is however smaller that allow to represent a warhammer-like behaviour

EDIT: i forgot to tell about organ cannon, i worked as weapon but i couldn't restrict it to trap usage so while playing as DE i got a dwarven caravan with guards wielding hand held artillery......devastating.... in spite the fact that they moved very slowly
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: SDood on December 07, 2011, 10:02:34 pm
hello, i'll upload a new version soon with the HE and meteoric iron clusters and veins, i'm overburdened with work so please be patient, here a preview on what i'm working right now

Spoiler (click to show/hide)

also, achitus the second dwarven entity is the outpost dwarves, while karak dwarves settle mainly in the mountains the outpost ones can settle on surface, their site population is however smaller that allow to represent a warhammer-like behaviour

EDIT: i forgot to tell about organ cannon, i worked as weapon but i couldn't restrict it to trap usage so while playing as DE i got a dwarven caravan with guards wielding hand held artillery......devastating.... in spite the fact that they moved very slowly

Vampire Counts!!!Awesome Krantz,great job.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Krantz86 on December 08, 2011, 07:54:48 am
new version updated, i will not release vampire counts until i'm completely sure about them, i'm a Huge fan of VC afterall...
i've added the final version of the meteoric iron to soil layers, you can find small clusters in any soil but precious veins can be find in sedimental and igneous layers
i've also implemented the new version of the modified plants, underground crops will grow in any season

if i forgot something or if you have any suggestion please post it
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Shintaro Fago on December 08, 2011, 08:01:32 am
Did you guys got to the sieges in the fortress mode? I tend to abandon everything after two years after I've found things to fix.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Krantz86 on December 08, 2011, 08:08:04 am
my last fortress (dwarves) just died because i got about 50 DE sieging it at year 4, i had to seal the gates but the death of the 15 milita started a tantrum spiral... sigh the only metal i had found was gold....
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: SDood on December 08, 2011, 05:37:04 pm
Great release Krantz.One small thing [ENTITY:FOREST] still exists in the entity_default file so the default elves still spawn.Quick fix is to remove the brackets so its reads like this ENTITY:FOREST or to just remove it entirely.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Krantz86 on December 08, 2011, 05:56:51 pm
Good catch, reuploaded the fixed file, no changes in the version though
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Teneb on December 09, 2011, 07:04:40 am
Begun working on beastmen once more. They are able to make bone weapons now, so all that's left is making the scrap metal reactions (will probably only allow it to use copper, bronze and iron). I can't seem to find anything on the wiki about this but, is it possible to have them use ANY item in the reaction as long as it's made of the required materials, or is it limited to a specific item?


EDIT: not possible. Had to make a reaction for every kind of item


Beastmen V1.1 - PLAYABLE (http://dffd.wimbli.com/file.php?id=4953)


I didn't have enough time to test everything, so tell me if you find something wrong.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: SDood on December 09, 2011, 05:52:00 pm
Thanks for the release Deathsword.I finished the first version of my Warhammer creature mod and released it here
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Teneb on December 09, 2011, 06:26:32 pm
I guess we should be removing the DF creatures, now that we're adding WH ones.


Either way, back to goblins and squigs!


EDIT: I just noticed I didn't mention what the beastmen mod contains, so...

Adds the beastmen as a playable race (obviously)
Two workshops and many reactions
Three new "metals": Scrap Copper, Scrap Bronze and Scrap Iron.
Bone weapons and armor

EDIT 2: Found a bug with the orcs. "Female" ones have [CASTE_NAME:orks:orks:ork].

And isn't ork just for 40k?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Sarlare on December 09, 2011, 07:46:30 pm
Would it require a great deal of work to replace the ascii tiles for races with ones from a specific tileset? I'm not experienced in modding dwarf fortress and have had no success in my attempts to change Brettonia's human to that of Ironhand's humans. Might a kind modder give me some pointers on this?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Krantz86 on December 10, 2011, 08:13:44 am
Would it require a great deal of work to replace the ascii tiles for races with ones from a specific tileset? I'm not experienced in modding dwarf fortress and have had no success in my attempts to change Brettonia's human to that of Ironhand's humans. Might a kind modder give me some pointers on this?
i did a little working on MAYDAY but i don't feel confident about releasing something i didn't ask permission first..
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: mpedroso on December 10, 2011, 08:36:43 am
Would it require a great deal of work to replace the ascii tiles for races with ones from a specific tileset? I'm not experienced in modding dwarf fortress and have had no success in my attempts to change Brettonia's human to that of Ironhand's humans. Might a kind modder give me some pointers on this?
i did a little working on MAYDAY but i don't feel confident about releasing something i didn't ask permission first..

Come on Krantz! Ask the permission!  :)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Teh Zip File on December 11, 2011, 04:50:45 pm
Can Orks not eat prepared meals? I didn't have any meat but I had turkey egg biscuits and half my fortress was starving and searching for vermin to eat. I have meat now, but they all completely ignored the prepared meals...
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Krantz86 on December 12, 2011, 10:21:53 am
hello again i'll soon release the updated WF with beastmen and Warhammer creatures.
about WCreatures i've seen that the Wyvern seems very buggy
about this
Can Orks not eat prepared meals? I didn't have any meat but I had turkey egg biscuits and half my fortress was starving and searching for vermin to eat. I have meat now, but they all completely ignored the prepared meals...
i don't know, maybe you "o"rdered them to "not Mix Food" they seem fine to me..

also a offer if anyone os willing to add something new to orcs just DO IT, i never meant them to be a FULL race, i just wanted o add some greenish touch to the game (as former greenskin general)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Teneb on December 12, 2011, 01:42:17 pm
After a bit of testing with the beastmen I noticed I forgot to add building materials for the two workshops and that the reactions do not appear in said workshops. The former is quite easy to fix, just need to add a few missing tokens. The second... well, I'll have to admit, I don't know. The building-defining tokens in the reactions and the one that allow said reactions to be used are properly placed in the entity file.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Shintaro Fago on December 12, 2011, 03:50:50 pm
Oh boy, we need more warhammer creatures to populate the world!  :D
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: SDood on December 12, 2011, 05:09:34 pm
I fixed the problem with the Wyvern,sorry about that.Released 0.1b
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Stronghammer on December 15, 2011, 07:34:40 pm
Um I was just curious about something. I was playing as the savage orcs and was using the ztuff tent, and specifically zkavange ztuff and i noticed that the weapon is never actually destroyed but is just changed into a different type of choppa. Lol as a result I had this reaction on repeat and it effectively gave me free stuff eventually. I just was wondering if this was intended or not, anyways keep up the good work.
 
edit
Oh and just foound something interesting the ziaman pittz when tasked with making any of the armour, uses ANY item available, I lost my bag of seeds, my bronze sparkly thing, and a big choppa before i put a stop to it, just wanted to let you know.

edit
and one other thing, the choppas just seem to bruise until finally one of my boyz finally shattered the brain and skull
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Krantz86 on December 16, 2011, 10:12:15 am
Um I was just curious about something. I was playing as the savage orcs and was using the ztuff tent, and specifically zkavange ztuff and i noticed that the weapon is never actually destroyed but is just changed into a different type of choppa. Lol as a result I had this reaction on repeat and it effectively gave me free stuff eventually. I just was wondering if this was intended or not, anyways keep up the good work.
 
edit
Oh and just foound something interesting the ziaman pittz when tasked with making any of the armour, uses ANY item available, I lost my bag of seeds, my bronze sparkly thing, and a big choppa before i put a stop to it, just wanted to let you know.

edit
and one other thing, the choppas just seem to bruise until finally one of my boyz finally shattered the brain and skull

sorry, i've been busy with work and i couldnt' release a new version, about your post:

1 - the Zkavenge ztuff recation put an armed orc to work force the snotlings who dwells there to Kooperate and find small useful objects for him
2 - strange, i'm gonna check this one...
3 - S.O. aren't good planners, their "Embark" weapons are just a collection of planks and huge branches easy to carry around, the "produced" choppas instead are huge hunks of junk so you should consider embarked weapons as training ones while i can assure you that getting hit by a diorite or copper/bronze BIG choppa will turn most foes into a red paste
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Stronghammer on December 16, 2011, 11:51:00 am
ok thx for the reply, and the choppa my guy was using was a diorite choppa, but thanks for explaining the mechanics of how the shopes work
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: SDood on December 16, 2011, 03:31:21 pm
For those interested i'm nearly finished with a Phoebus tileset version.With the permission of Krantz i'll release a preinstalled tileset version of Warhammer Fortress,otherwise i will save it for personal use.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Krantz86 on December 16, 2011, 04:39:54 pm
nor you or anyone else need my permission to upload, everyone is MORE than welcolmed to share/modify upload.... it just may take some time to me to update the main page....
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: SDood on December 16, 2011, 08:49:23 pm
Alright,awesome Krantz.I released the Phoebus graphic set version here:
Spoiler (click to show/hide)

This is using the Phoebus graphic pack and such does not contain any custom graphics yet for Warhammer,some graphics match up with the creatures better than others and any help with creating custom sprites would be much appreciated.

Special thanks to Phoebus for his excellent graphics pack!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Stronghammer on December 17, 2011, 09:05:03 am
awesome, thx for the graphics integration. I had been forced to splice my own, but it wasnt very effective.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Krantz86 on December 17, 2011, 02:03:03 pm
updated main page, again tell me if i forgot something also added Sdood version to main page
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.9
Post by: Isa on December 19, 2011, 08:14:58 pm
Alright,awesome Krantz.I released the Phoebus graphic set version here:
Spoiler (click to show/hide)

This is using the Phoebus graphic pack and such does not contain any custom graphics yet for Warhammer,some graphics match up with the creatures better than others and any help with creating custom sprites would be much appreciated.

Special thanks to Phoebus for his excellent graphics pack!

Hello, I think the spirtes for the nords in (deon genesis mod) would perfectly fit the chaos warriors.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Dbuhos on December 28, 2011, 08:35:17 am
Oh, a warhammer fantasy mod, I guess I could raw up some random creatures or such...
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Kraggh on January 03, 2012, 12:22:49 pm
Chaos Graphics, please, please, please!!!   :o
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: mrtspence on January 03, 2012, 02:01:01 pm
Chaos Graphics, please, please, please!!!   :o

I've been fooling around a bit in Gimp and am working on some sprites for warriors of chaos. I am averse to getting things done over the holidays though ha ha!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V0.8c
Post by: Pokon on January 03, 2012, 04:30:16 pm
While I know a lot of stuff is being worked on still ( Great job so far, guys!), I would like to make a reqest for Cygor/Gorgon/Jabberslythe semimegabeasts, with the Jabberslythe being a mega. :)

Great suggestions Pokon they will be in the first warhammer creature mod i make,I'll try and get it out next week.

Yeah, thanks. I run a Beastman army myself, so it was amazing to finaly have a Jabberslyth model, even if its not that good.  :P
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: SDood on January 03, 2012, 04:34:21 pm
I don't have any experience creating graphics to use for Dwarf Fortress and yes new custom sprites would be awesome.Sounds great Spence good luck.For those wondering about progress i have been busy with the holidays so i didn't do much, i'm waiting on the new version of dwarf fortress which may only be a few weeks away and i will help to update the mod to that version and play around with the new features.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Krantz86 on January 03, 2012, 05:38:09 pm
hi guys, i have a question is about lore, is mithril found only in ulthuan?
if not whose race except elves use it?
list of thing to do:
add mithril(optional)
add more plants like naggaroth darkpines (high density wood)
add Furs
suggestions welcolmed
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Ahra on January 04, 2012, 05:14:59 am
hi guys, i have a question is about lore, is mithril found only in ulthuan?
if not whose race except elves use it?
list of thing to do:
add mithril(optional)
add more plants like naggaroth darkpines (high density wood)
add Furs
suggestions welcolmed
correct me if wrong but the elves use Ithilmar, it their version of dwarven gromril
they do it from raw gromril but some differences like its lighter.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: ZebioLizard2 on January 06, 2012, 06:11:40 pm
Curious question, will there be a manual soon for all the various races and differences? I'd like to know what some races have without needing to restart xXXX amount of times, not to mention the split apart skaven.

Plus I don't know what some of the stuff currently in the Orc Ztuff Tent does and how to work it.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Stronghammer on January 06, 2012, 06:30:05 pm
hey just wanted to notify you guys that the crushing grudge custom reaction doesnt appear in the entity file.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Krantz86 on January 08, 2012, 04:39:48 pm
Curious question, will there be a manual soon for all the various races and differences? I'd like to know what some races have without needing to restart xXXX amount of times, not to mention the split apart skaven.

Plus I don't know what some of the stuff currently in the Orc Ztuff Tent does and how to work it.

about Savage orcs i expanded the readme

hey just wanted to notify you guys that the crushing grudge custom reaction doesnt appear in the entity file.

fixed, nice catch

also i added new stuff to SO and i resumed working on dwarves

ps: i just generated this year's first world, about 50 civilizations in a total war mode, almost no quarter
EDIT: the vampire counts release will wait till i buy the new army book, next month
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: FritzPL on January 09, 2012, 07:46:33 am
Just asking... how the hell do you use wood supply wagon? I went on repeating the task for like a month, not yielding me a single log.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Shintaro Fago on January 09, 2012, 07:57:51 am
The old version could have a bug, check the reaction_BRETONNIA.txt file in objects. It should be (or it is now, anyway). Beware, it produces crazy amount of wood.

[REACTION:BRETONNIA_CARPENTER]
[NAME:Unload More Wood]
[BUILDING:WOODWAGON:NONE]
[PRODUCT:80:1:WOOD:NONE:PLANT_MAT:OAK:WOOD]
[SKILL:CARPENTRY]
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: FritzPL on January 09, 2012, 11:45:19 am
Works like a charm, thanks!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Krantz86 on January 09, 2012, 05:44:51 pm
i'm happy to inform you all that this mod has just pushed !!SCIENCE!! farther, here the reaction that improve COKE and CHARCOAL to fully working REFINED COAL

Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Stronghammer on January 09, 2012, 06:41:21 pm
WOW this is really cool, and if im reading this correctly the output of this reaction feeds back into its self and can make more coke as long as you have oil?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Krantz86 on January 09, 2012, 07:15:39 pm
nope the two reactions are specifically made so dwarves (in the next release) can turn COKE or CHARCOAL into REFINED COAL this way even outposts with small access to wood can produce large amounts of fuel
example: with 10 units of WOOD burned into 10 units of CHARCOAL and 10 units of common OIL the refiner can produce 30 units of REFINED COAL


if you change product's COAL:COAL into COAL:COKE you can create the loop you mentioned
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.0
Post by: Stronghammer on January 09, 2012, 07:38:45 pm
cool thats going to be really helpful.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Krantz86 on January 09, 2012, 08:57:43 pm
released last version

to update the graphical version
Spoiler (click to show/hide)

EDIT: after some research in my old rulebook collection i've found out some references on elves, ithilmar and mithril, some editions ago the bretonnians heros could be seen wearing a "pre-war of the beards" elven mithril chainmails (armor 4+ for tatbletop), while now the ithilmar armor are common (ie Valten's elven horse had a ithilmar armor that didn't cause any encumberance), i even found some online references to dwarven mitrhil mines but for them it's only a precious decorative metal
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: SDood on January 11, 2012, 04:17:34 pm
Thanks for the release Krantz! I updated the Phoebus version.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Pokon on January 13, 2012, 06:26:23 pm
Oh lord, first beastman siege. How will my little clanrats make it thru this....

Oh, wait. Plauge Rats. My bad. :P
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Krantz86 on January 16, 2012, 11:56:15 am
hello guys here a small update to dwarves, an extreme personality change that should reflect warhammer dwarves behaviour

Spoiler (click to show/hide)

it will be implemented in the next release, but you can manually add it if you want
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: ZebioLizard2 on January 16, 2012, 11:55:03 pm
There is a glitch with chaos, all the "champions" are listed as champions of Khorne, rather than their respective god. I found this out the hard way when my Khornate champion suddenly started a brush fire by flinging fireballs In my base  ::)

Also meteoric ore doesn't count as iron for the purposes of blood iron

I'm not really sure how to modify the raws for the reaction, could someone help?
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Stuebi on January 18, 2012, 07:02:21 pm
One Question, at embarking, you can choose the Race/"Clan" you're playing as. How can i figure out which of the Options coming up is which race? Usually the names don't give enough hints to what Race is meant.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: SDood on January 19, 2012, 04:39:17 pm
One Question, at embarking, you can choose the Race/"Clan" you're playing as. How can i figure out which of the Options coming up is which race? Usually the names don't give enough hints to what Race is meant.

every race can generate multiple civilizations with variable names, that's hard coded so to know which race you're selecting press TAB and under Neighbors your civ race will appear first on the list, that will also show you your diplomatic relations with other races.

I started modding again and im working on some updates.I'm updating the graphics right now and adding new sprites.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: MiguelMO on January 20, 2012, 03:55:07 am
Hello.

I wanted to tell you that you are doing an amazing work with this awesome mod. I'm almost new in Dwarf fortress (I'm mostly waiting for the new version, but I've played a couple of times in order to learn how to play properly) and I'm folowing this post very excited.

I wanted to help and I'm really bad at moding so I did some sprites

Examples:

(http://i1232.photobucket.com/albums/ff369/Mikhail92/Orcs.png)

(http://i1232.photobucket.com/albums/ff369/Mikhail92/Darkelves.png)

(http://i1232.photobucket.com/albums/ff369/Mikhail92/ChaoshumansandNorse.png)

and here you can download the pack:
http://www.mediafire.com/?lvfkp64ae7oazvn (http://www.mediafire.com/?lvfkp64ae7oazvn)

I hope I'm not doing spam. If I do tell me and I will delete the links.

It's the first time I do sprites and pixel art so they are not really good and there are not many sprites but if you like some of them you are free to modify them or to add them in the mod.



Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Krantz86 on January 20, 2012, 08:54:02 am
Hello.

I wanted to tell you that you are doing an amazing work with this awesome mod. I'm almost new in Dwarf fortress (I'm mostly waiting for the new version, but I've played a couple of times in order to learn how to play properly) and I'm folowing this post very excited.

I wanted to help and I'm really bad at moding so I did some sprites

and here you can download the pack:
http://www.mediafire.com/?lvfkp64ae7oazvn (http://www.mediafire.com/?lvfkp64ae7oazvn)
.
nice work, i like them i'll start trying to insert them for personal use, if they look as good as i think maybe i'll release a custom graphical set soon

Quote
I hope I'm not doing spam. If I do tell me and I will delete the links.
any support to the mod is welcomed i'll personally try to mend, split, nail it to the extent that my -limited- skills permit to obtain a good result

EDIT: just a little note, if you can please use 16x16 to get a better resolution
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: MiguelMO on January 20, 2012, 09:48:19 am

.
nice work, i like them i'll start trying to insert them for personal use, if they look as good as i think maybe i'll release a custom graphical set soon

Quote
I hope I'm not doing spam. If I do tell me and I will delete the links.
any support to the mod is welcomed i'll personally try to mend, split, nail it to the extent that my -limited- skills permit to obtain a good result

EDIT: just a little note, if you can please use 16x16 to get a better resolution

Thank you but I don't know what you exactly mean with "use 16x16": in the file that I have ulpaded I have every single sprite in a 16x16 image. But I used this kind of "packages" with 7 or 8 sprites as an example. BTW there are more sprites in the file such as Stone, River and Chaos Trolls, Beastmen, a cold one etc. I don't know if you meant this.

MiguelMO
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: SDood on January 20, 2012, 01:28:27 pm
Hello.

I wanted to tell you that you are doing an amazing work with this awesome mod. I'm almost new in Dwarf fortress (I'm mostly waiting for the new version, but I've played a couple of times in order to learn how to play properly) and I'm folowing this post very excited.

I wanted to help and I'm really bad at moding so I did some sprites

Examples:

(http://i1232.photobucket.com/albums/ff369/Mikhail92/Orcs.png)

(http://i1232.photobucket.com/albums/ff369/Mikhail92/Darkelves.png)

(http://i1232.photobucket.com/albums/ff369/Mikhail92/ChaoshumansandNorse.png)

and here you can download the pack:
http://www.mediafire.com/?lvfkp64ae7oazvn (http://www.mediafire.com/?lvfkp64ae7oazvn)

I hope I'm not doing spam. If I do tell me and I will delete the links.

It's the first time I do sprites and pixel art so they are not really good and there are not many sprites but if you like some of them you are free to modify them or to add them in the mod.

Thanks MiguelMo they look really nice, especially for your first time doing them.I'm adding them in.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Teneb on January 20, 2012, 03:24:34 pm
I decided to finally get off my lazy backside and finish the beastmen as a playable civ. (download here (http://dffd.wimbli.com/file.php?id=4953)). Should be working correctly, I think.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Shintaro Fago on January 21, 2012, 07:29:26 pm
I really do hope to finish Bretonnians before the 2012 update.
Spoiler: finished castes (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Krantz86 on January 22, 2012, 05:11:51 pm
i was about to release the new version when i tried the beastmen, for some reason no reaction actually appear in the custom workshops....
if it's an isolated problem tell me and i'll check my own files, otherwise beastmen may have a bug that i can't find out yet
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Teneb on January 22, 2012, 05:25:48 pm
i was about to release the new version when i tried the bestmen, for some reason now reaction actually appear in the workshops....
if it's an isolated problem tell me and i'll check my own files, otherwise beastmen have a bug i can't find out yet

I... don't understand the problem. Reactions are supposed to appear in the workshops
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Krantz86 on January 22, 2012, 05:59:44 pm
GRAAAWRRR!, after half hour of tests i found out the problem, the shortcut....

this won't work
[BUILDING:BONE_GEAR]
this will
[BUILDING:BONE_GEAR:CUSTOM_a] <- you missed the reaction shortcut


this can seem stupid but even a ]] can break a whole race

EDIT: also the salvage reactions seems kinda odd...

example of your reactions (broken i think)
Spoiler (click to show/hide)

fixed, should produce 1 bar of bronze scrap from 1 bronze weapon
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Teneb on January 22, 2012, 06:57:57 pm
Sorry about that. It was way past midnight here when I did that, and I didn't bother looking at it later on. (as usual, really. most of my bugs end up being caused by late-night editing)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Krantz86 on January 22, 2012, 07:23:20 pm
np, it's past midnight here now and the madness just struck me, in the next update i've added a way for savage orcs to gather their most important building material (lore), a hint .... shovel


they make whole giant effigies made of CRAP! now you can too

*maniacal laugh*

EDIT: seriously we need someone willing to mod more serious greenskins
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Teneb on January 24, 2012, 02:48:29 pm
I have nearly finished fixing the beastmen reactions. So I'd like to take the opportunity to ask: is there any metal added by this mod (gromril, for example) that you want me to make a salvage reaction to? (I'm sticking with copper, bronze and iron for now)

EDIT: I don't know if you noticed, but the plant tiles in the ASCII version are screwed up. If you use a graphics pack, that may be the cause.

EDIT 2: All is fixed, I think. For some reason picks don't get auto-selected for the embark, despite being available, so you'll have to manually select them. Added a readme. Download here (http://dffd.wimbli.com/file.php?id=4953)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Krantz86 on January 24, 2012, 04:35:26 pm
I have nearly finished fixing the beastmen reactions. So I'd like to take the opportunity to ask: is there any metal added by this mod (gromril, for example) that you want me to make a salvage reaction to? (I'm sticking with copper, bronze and iron for now)
you don't have to ask me, add more reaction if you think that they'll fit to beastmen in a way

just to be sure:
anyone who want is allowed to copy, modify or fix MY work for their own uses (and of course i don't mean to extend this permission to other people's work that has been included in the Warhammer release)

EDIT: I don't know if you noticed, but the plant tiles in the ASCII version are screwed up. If you use a graphics pack, that may be the cause.
indeed i'm using MAYDAY's graphic set on my own, so i never noticed anything about plants and to tell the truth all i did to plants was to change underground seasons and some names to fit (mostly) the books i read, is you or anyone else is willing please release a fix or a custom plant mod for warhammer
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.1
Post by: Teneb on January 24, 2012, 04:38:05 pm
I'll upload a fixed version of the plant file later today.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: SDood on January 24, 2012, 06:39:56 pm
Great updates guys! I updated the Phoebus version to latest and added in MiguelMO's custom sprites,thanks MiguelMo.

Also updated Dark Elves to 0.35 here:
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: Krantz86 on January 25, 2012, 05:40:28 am
i jsut tested the dark elves, sadly the Slaves aren't working correctly, ingame they're not working at all, all you can do is  to butcher them as food source.
thats probably the issue in not being [INTELLIGENT]
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: SDood on January 25, 2012, 03:49:39 pm
i jsut tested the dark elves, sadly the Slaves aren't working correctly, ingame they're not working at all, all you can do is  to butcher them as food source.
thats probably the issue in not being [INTELLIGENT]

Thanks Krantz i wasn't aware that would happen,i uploaded a fixed version,the version number is the same.Sorry about that.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: Krantz86 on February 14, 2012, 06:21:24 am
i'm starting to test the mod with the new version of df, in the next 2-3 days most of issues should pop up
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: mrtspence on February 14, 2012, 03:18:52 pm
I just downloaded .34 and am SO. DAMNED. EXCITED.

I will hopefully be able to have rituals to summon deadly Greater Daemons and deadly spells and... and... The options are limitless! Expect something to come out of my corner in the next while. Midterms have me busy now, but next week is reading (the RAWS) week, so hopefully I can have something for you guys during/after that!
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: Krantz86 on February 14, 2012, 03:26:38 pm
i just tested some adventure mode against necromancers, my first hero died after destroyng dozen of undeads, the secondth one had to fight against hundreds SEVERED HEAD ZOMBIES! or it was ZOMBIE SEVERED HEADS? bah... anyway, when i will start understanding the new raw/codes i'll resume modding... (and after i kill those damn necro)

...Kemmler is returning
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: Teneb on February 14, 2012, 03:52:13 pm
I'll be happy to try my hand at making some new things for this (daemon possessions!) once I feel like I had enough Fun in the new version to be able to do any modding.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: SDood on February 14, 2012, 05:34:59 pm
Giving the new version a go! I'm pumped up.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: ZebioLizard2 on February 15, 2012, 08:51:17 pm
Now that some thoughts are going into daemons, can someone fix the castes for the champions? They all seem to be named Khorne, even when they shoot flaming fireballs of PAIN

On a plus note, actual vampires for the VC nation  :D
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: SDood on February 25, 2012, 03:10:40 am
Hey everyone i released an update for the new 0.34.02 version of Dwarf Fortress updating it to 1.2.1.All it is is a conversion and i fixed some some of the bugs with the new version.

Heres the classic version
Spoiler (click to show/hide)

And heres the Phoebus tileset version
Spoiler (click to show/hide)

reuploaded fixed a couple of bugs in both versions
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: MiguelMO on February 25, 2012, 06:41:10 am
I have made more sprites and I redid them in a more phoebus way (adding dark lines around the sprites and making a darker background). Here is the link:

http://www.mediafire.com/?pkk6w1q95j2vh69 (http://www.mediafire.com/?pkk6w1q95j2vh69)

Photos:
Spoiler (click to show/hide)

I also did new dwarf military sprites:

Spoiler (click to show/hide)

I hope you like them.

Miguelmo
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: SDood on February 25, 2012, 09:54:30 am
I have made more sprites and I redid them in a more phoebus way (adding dark lines around the sprites and making a darker background). Here is the link:

http://www.mediafire.com/?pkk6w1q95j2vh69 (http://www.mediafire.com/?pkk6w1q95j2vh69)

Photos:
Spoiler (click to show/hide)

I also did new dwarf military sprites:

Spoiler (click to show/hide)

I hope you like them.

Miguelmo

They look amazing Miguelmo, i'll have them in the next version.

I updated mrtspence's Lizardmen mod and fixed some of the prior bugs and updated it for Dwarf Fortress 0.34.02.I removed them as Civ playable as thats still a little buggy.Credit for the mod goes to mrtspence.More work still needs to be done on it so its still in Alpha.

Spoiler (click to show/hide)

It's also more difficult to gen a world many more are rejected than before.I'm trying to fix that problem.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: Krantz86 on February 28, 2012, 07:35:21 am
I've resurrected! buahaha.. ahem... hello guys, i've been working on the mod on the past 2 weeks, i haven't released the new version because dwarves have survived the version change unscated, i'm actually working on Vampire Counts:

VC

Castes
Spoiler (click to show/hide)
Spells
Spoiler (click to show/hide)
Lahmian Cursed blood
Spoiler (click to show/hide)
Tools
Spoiler (click to show/hide)
Wight and Wight Lord creation
Spoiler (click to show/hide)

DWARVES
Spoiler (click to show/hide)

right now i'm trying to balance the counts, i'll release them when the other races get fixed
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: Teneb on February 28, 2012, 08:27:35 am
Going to try and make the night goblins as a civ. I guess I'll have to think up some crazy reactions for them. Probably involving extract from fungi.


EDIT: currently making some changes to beastmen due to new version, including allowing only certain castes to become "nobles"


EDIT 2: Beastmen 1.3 download here (http://dffd.wimbli.com/file.php?id=4953)

FINAL EDIT: You may know this already, but the skaven lack axes. You may want to add those back.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.2
Post by: SDood on February 28, 2012, 06:12:46 pm
Sounds good guys been working on updates as well.

Okay i updated Warhammer Fortress to v 1.3.I updated the beastmen mod to the new version,gave skaven axes so they can now chop wood,added in caste standard names for some of the playable races.For the Phoebus version i updated MiguelMo's sprites to the latest which are seriously awesome.I also added in the Speech Expansion mod by SethCreiyd and i added in some more custom threats for the Phoebus version.I added in the Restored UNTOWARD language mod previously  for both versions thanks to mayday for that.I also removed some of the more powerful and unique creatures as domestic,and just misc balancing and changes.

Phoebus version 1.3
Spoiler (click to show/hide)

Classic 1.3
Spoiler (click to show/hide)

Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: Krantz86 on March 02, 2012, 07:40:23 am
updated main page, i'm also working on removing some of the bugs that are visible in the errorlog

PS: vampires are unbalanced as hell, anyoen has some useful links to interactions?

Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: SDood on March 02, 2012, 11:33:31 am
Thanks Krantz.I have barely even begun to delve into the new interactions.

You can check an existing vampire mod to see how he did it and compare it to yours.Heres better vampires 0.2 by Xangi.
Spoiler (click to show/hide)

And here are some links talking about vampires and interactions.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

And the modding questions thread seems like a good place to ask if you need help or suggestions.
Spoiler (click to show/hide)

Oh and by the way Krantz i removed the Chaos Dwarf placeholders.
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: MiguelMO on March 02, 2012, 02:06:16 pm
I'm glad you like the sprites Sdood. I'm working on some army sprites for some races. I'll try to do some lizardmen, more skaven sprites and other creatures too.

I'll try the new version of the mod this weekend. This modification is getting better and better  :)

Miguelmo
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: SDood on March 02, 2012, 09:26:57 pm
Thanks MiguelMO, i look forward to them :) It's going to be a great year for the mod.

Started an adventure as a Champion of Khorne proceeded to slaughter all of the puny bretonnian,imperial and elven bandits doing the Blood God proud making sure to take along their severed heads as trophies.I then proceeded to get thirteen other chaos warriors to join me and started a warband and ravaged the cities and the countryside.At this point i started to get arrogant with nothing being able to stand against my Khornate war axe.I noticed a Necromancers tower nearby so naturally i decided to raid it. it was filled with Four imperial men surrounded by an army of zombie skaven and naturally being a Champion of Khorne i charged in through the entryway hacking away at the zombies as i pleased with my other Chaos warriors behind me.I hacked one of the necromancers to pieces then as i proceeded to decapitate my next foe a giant zombie rat ogre got a lucky hit in and broke my left leg making me lose my ability to stand. While Hacking away at the zombie skaven biting and pummeling me, my veteran chaos warband while giving a good account for themselves it was only a matter of time before they were overwhelmed and devoured by the never ending zombie skaven swarm.One of the Necromancers got cocky and walked within range of my axe which he paid dearly for losing both of his legs then his life.Surrounded by the zombie skaven swarm and most of my warband dead it was only a matter of time before the zombie skaven overtook me.

There is some serious fun to be had in adventure mode now.

I reuploaded the Phoebus version, there was an error that would cause some of the Chaos warriors to have a blank tile.Also made Dwarf Fortress able to use more than 2 gigs of memory.Fixed one more tileset error.

Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: Stronghammer on March 04, 2012, 12:48:24 am
Hey

Just curious, where can I make Ironbreaker plate. I checked the forge, its not there. I checked the runesmith shop, not there. I checked the guild shop, not there. Heck I got frustrated and even checked the farmers workshop, the cloths maker, the carpenter, the crafts shop and kitchen. Please do tell me where it is as I really do like to have my ironbreakers, especially when I have a hundred bars of gromril to be making it with. And if its just my lack of finding ability do please tell me. Oh and really great mod by the way, I do so enjoy it. What with the slaughtering of wood elves, dark elves, bretonians, chaos and orcs, I barely have any time to actually mine and forge. FUN!!

Cheers
Stronghammer
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: Krantz86 on March 04, 2012, 12:16:44 pm
sadly in DF every race must "invent" the items that they're allowed to produce so sometimes not every kind of armor is avaible (like low boots/high boots) a way to change this would be to remove breastplates form dwarfes, but i think that "lore" ironbreaker plates are a niche in the dwarven army, another way could be a custom reaction but i'll have to think over it, i don't want redundant rections
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: Stronghammer on March 04, 2012, 01:48:42 pm
oh ok, thx
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: SDood on March 04, 2012, 02:53:25 pm
Working on a bugfix update.I fixed the problem with the overt hostility from your own kind when playing as Dark Elf and Norse.I updated Phoebus to latest and added some of the races to build outdoor tombs.Still going to test more and fix other problems i notice before i release an update.

Okay i released update 1.3.1 for both versions i updated the norse and added the Thrall caste with some other minor changes.

Phoebus 1.3.1
Spoiler (click to show/hide)

Classic 1.3.1
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: Krantz86 on March 06, 2012, 04:53:27 am
sdood i tried using your version but i found many duplicate errors in the bretonnian files, i've uploaded a fixed version of the classic one with breatonnian fixes and with chaos issues removed (i removed the broken breath attacks)
Title: Re: Warhammer Fortress - fans and modders requested for a Warhammer TC - V1.3
Post by: SDood on March 06, 2012, 02:02:09 pm
sdood i tried using your version but i found many duplicate errors in the bretonnian files, i've uploaded a fixed version of the classic one with breatonnian fixes and with chaos issues removed (i removed the broken breath attacks)

Thanks Krantz.

I'll update the phoebus version for the new DF version once phoebus updates his pack.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: MiguelMO on March 06, 2012, 02:59:00 pm
SDood, if you're going to update the mod to the new version I'm putting here a new little update of the sprites. I've done some lizardmen, a cave troll, and more army sprites for skavens, chaos, wood elves and dark elves.

link:
http://www.mediafire.com/?o1saadjybpz56zq

An example:

Spoiler (click to show/hide)

Any kind of suggestion will be really welcomed and appreciated :)

Miguelmo
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: SDood on March 06, 2012, 05:31:30 pm
SDood, if you're going to update the mod to the new version I'm putting here a new little update of the sprites. I've done some lizardmen, a cave troll, and more army sprites for skavens, chaos, wood elves and dark elves.

link:
http://www.mediafire.com/?o1saadjybpz56zq

An example:

Spoiler (click to show/hide)

Any kind of suggestion will be really welcomed and appreciated :)

Miguelmo

Great work MiguelMO i really like those new military sprites, i especially like how you have started to add in a standard and a master for the military.I'll add those in and work on some updates and release a new version later in the week.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 06, 2012, 10:55:03 pm
I have to say my love for this mod really grew, when in my most recent fortress I strike enough coal and meteroic ore to make full gromril suits for my 4 man militia. Keep up the great work guys, I love Warhammers dwarfs and I love that you guys are making playing as them a reality.

Cheers :D

edit: Just noticed the whole vein of blue I unearthed, make that enough Gromril to suit and arm 35 dwarves
Edit2: curious what is stronger a Gromril breastplate or a elaborate runic Breast plate
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on March 07, 2012, 07:20:00 am
Elaborate runic is near 10-15% better than gromril (it should represent a 3+ Armor save in tabletop)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 07, 2012, 07:25:34 am
excellent thx
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 07, 2012, 11:29:43 am
Could anyone with a fort big enough for sieges tell me how effective beastmen are when they come to attack you? I didn't have the time to test out if they are actually a threat or not.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 07, 2012, 12:41:33 pm
To my armada of ten proficient Gromril clad axe dwarves, they were fodder, though they still receieved a few broken limbs. there was about 25 of they. However to my earlier fortresses 14 iron proficient axe dwarves the 30 beastaman siege slaughtered them. so ya i think they are effective.

Edit: My new fortress is so wealthy and has SO much gromril that my new lord has his rooms furnished with gromril statues, and doors.  :D I loves this mod
Edit: just after i post this and meet the mandate of 2 gromril maces, my lord bans the export of said maces......sigh
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 07, 2012, 02:30:53 pm
Going to start working on the night goblins shortly. One of the reactions I've thought about was one that creates a random stone that will turn into gas the moment it is created.  It will cause effects such as: turning the goblin into a troll, turning the goblin into a cow, massive bleeding, and some other amusing stuff.

Thanks to SDood warhammer trolls are already in the game, so only the DF goblins will have to be removed.


EDIT: quick question: why savage orcs have the [EVIL] token?

EDIT: orcs also have prone_to_rage set to 1. If you want them to rage at everything you should set it to 100

EDIT: made tuskgors to serve as livestock to evil civs:

Spoiler: body part (click to show/hide)

Spoiler: creature itself (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Kraggh on March 08, 2012, 07:11:11 am
Hi! I have some questions about Chaos mod:

1.- How can I use The Great Altar to practise Dark Rituals?
 I put on the Alchemy skill in one human, and he goes to the altar, but a year pass ago and he doesn´t gain any point...

2.- How can I designate the warrior I want to train to the Dark Shrine?
 That´s the info in the readme: "Best used with a manager to ensure the right person is training the right skill!"
 I don´t understand this, I go to the manager screen, but I don´t find anything relative to this.

3.- All the babys I have, has been born from two women! It,s that a bug?

4.- I was in my fortress, for 3 years ago, and I have only 16 Human Chaos, no more migrants arrived...

Thank´s a lot and sorry about my english if some parts are not writed well!
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 08, 2012, 07:57:09 am
Hey Kraggh

Ill try to answer some of your questions.
2 You go into the workshop that you want to designate using Q then you hit shift P to open the workshop profile, then look for the one individual or several individuals you want to use that workshop and hit enter when their name is highlighted.
3 This is not a bug just a way the game works, women only give birth to babies if they are married, you will only have marriages occur a lot if you A) have a high population of men and women and B) have those people have a lot of spare time to become friends and then get to know each other better
4) This usually means that your home civ is dead resulting in two migrant waves and then no more, or or population limit in the init file is set really low, or you have had a lot of death which then makes migrants not want to come.

Hope that helps a bit



edit: hey I was wondering if it would be useful if I ran a statistical comparison between all the races, weapons, armours, and materials. This would make it easy to see the relative strength between everything in your mod. I just wanted to know if that may help you guys, and if it would ill post a link to it here as I am going to conduct it anyways.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: SDood on March 08, 2012, 01:51:15 pm
Hey Kraggh

Ill try to answer some of your questions.
2 You go into the workshop that you want to designate using Q then you hit shift P to open the workshop profile, then look for the one individual or several individuals you want to use that workshop and hit enter when their name is highlighted.
3 This is not a bug just a way the game works, women only give birth to babies if they are married, you will only have marriages occur a lot if you A) have a high population of men and women and B) have those people have a lot of spare time to become friends and then get to know each other better
4) This usually means that your home civ is dead resulting in two migrant waves and then no more, or or population limit in the init file is set really low, or you have had a lot of death which then makes migrants not want to come.

Hope that helps a bit



edit: hey I was wondering if it would be useful if I ran a statistical comparison between all the races, weapons, armours, and materials. This would make it easy to see the relative strength between everything in your mod. I just wanted to know if that may help you guys, and if it would ill post a link to it here as I am going to conduct it anyways.

A statistical comparison sounds great Stronghammer it would be extremely helpful to help balance the mod.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 08, 2012, 02:29:31 pm
Awesome. Would you prefer results just posted here?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 08, 2012, 03:16:47 pm
Since it's related to the mod, I'd say yes. A link to the post containing the statistics could be easly added to the OP.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 08, 2012, 05:08:33 pm
I have to say while running simulations, I have noticed an actually surprising result, cant wait to let you guys know.

Well I have some preliminary results.
To create a control Goblins were first tested against Dwarfs both with no skill points added or items. The result was a 50% win rate for the Dwarfs plus or minus 3%.
This means there is no significant difference in the combat capability of dwarfs and goblins which will give us a good control base. Then a second control was created. This was 176 battles between goblins and dwarfs both clad in full copper equipment. The results from this was once again a comfortable no significant difference which would give us a material to compare against. The following chart will give the overall material abilities of each material in comparison or relative to copper.

one sec just have to recal numbers, lol just having to redue gromril as i forgot to do two gauntlets and boots
k here it is

Material-----------Number of Battles----------------wins--------------how much of a difference from copper
copper------------------176---------------------------88--------------------------0%+
Bronze------------------176--------------------------127-------------------------22%+
Steel--------------------176--------------------------129-------------------------23%+
Gromril-----------------176---------------------------139------------------------29%+
scrap copper------------176--------------------------76--------------------------7%-
scrap Bronze-----------176---------------------------141-------------------------30%+
Scrap Iron---------------176--------------------------133-------------------------26%+
silver--------------------176---------------------------65--------------------------10%-
gold---------------------176---------------------------25--------------------------36%-
runic---------------------176--------------------------136-------------------------27%+
elaborate runic---------176---------------------------144-------------------------32%+
Blood Iron--------------176---------------------------124-------------------------21%+

What this demonstrates is how powerful a material is, when compared to copper (which is our base or control). I will be doing the rest of the new materials, then creatures, then new items. It will take me a while as I am running 176 battles per item, material or creature to get good sound results. If you guys wish for something to be tested sooner rather than later just let me know. I hope this info helps. And if you make any changes to things after I test them, feel free to inform me and I will run another test.

Cheers
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 09, 2012, 10:33:12 am
Would anyone mind if I changed the savage orcs a bit to make them more "orky" (because right now they are pretty much big DF goblins, just not as smart)?

Currently working on night goblin "alchemy". First version will include only about 3 results (explosion, cow and troll). I'll add more later on.

EDIT: Stronghammer, could you compare the strenght of each race/caste?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 13, 2012, 06:25:33 pm
Hey ya, race and cast is in progress, just this past weekend to present my house has been having new floors put in which requires LOTS of time and energy. By this saturday I hope to resume progress and have a testing update.
I have done the testing for the Beastman mod. Again the basic goblin was used as the base comparison creature(to keep it consistent with other testing).
ungor are 26% weaker then goblins, Gor are 20% weaker then goblin, Bestigor are 19% stronger, and Centigor are 31% stronger.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 14, 2012, 11:40:54 am
Gor are 20% weaker then goblin.

I guess I'll have to tweak that one.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 14, 2012, 12:41:47 pm
 :P just a little, the common testing basis is DF goblins, and a note to the modders. Please for the purpose of my testing parameters please keep the DF goblin in the raws, even if you disable them for play as it would make my life sooooo much easier. I now have the data on Bretonnians which from the results I would suggest some tweaking as they are rather strong. (and just for everyones knowledge these tests are being conducted on a 1v1 basis (176 fights) with no equipment, to remove all possible foreign variables) Noble 67% stronger, Peasent 11% stronger, craftsmen 7% stronger, mounted Knight 100% stronger ( a note here, we are unable to reliably use these results as we dont know actually how much stronger the knights are as they never lost. This means that we know they are of sufficient strength to never be beaten, yet we do not know how much further they are then that. Also the reason that additional goblins were not added is that it now adds in additional variables we do not know and which would ruin potential results usefulness. I will be finding a creature that is fifty percent stronger then goblin and then retesting the Knight.), Pilgrim 7% stronger, Champion 99% stronger,(note here, these results come into the same problem as the mounted knight mentioned earlier the only thing is that 1 goblin won in 176 fights, meaning that he is an anomaly and that in fact the champion should win all the time verse goblins.) Right so that is the bretonnians I will move on to chaos next.

And all I can say, is that from all the deaths from my testing so far Korne would be pleased with the blood and skulls GALORE.)

interesting note testing to present has caused (includeing the posted material tests)  4224 deaths

edit: currently half way through the chaos race, and am finding that most of the race is waaaaaay to strong. All so far are 100% stronger then goblins and result in the same problem as the mounted knight.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: SDood on March 15, 2012, 12:28:20 pm
Thanks for all your work Stronghammer.

Sorry guys i have been really busy, ill try and get the new version out when i can.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 15, 2012, 01:17:51 pm
Awesome work with the testing, Stronghammer. This is really cool stuff!

If I may make a constructive critique:

From the sounds of it, the testing occurs on either a 1v1 or 2v2 or 3v3 etc. basis. As in there is an equal number of goblins as there are creatures being tested. The issue with this is that if there is any appreciable difference in deadliness, the even moderately deadlier creature will win virtually every time. This is because, if numbers are even, the goblins cannot hope to overcome said disadvantage. As it is right now, I would completely want mounted brettonians/champions/chaos warriors to beat equal numbers of goblins every time (although I can't see cultists, which are smaller than humans and much more fragile and weak winning so much)--all that is being measured right now is if a creature is actually deadlier than a goblin, not how much deadlier than a goblin they are.

Another issue would be the lack of weaponry or armour (although I understand that is a huge pain). When creatures get bigger, they become rapidly more difficult to kill without weapons and size becomes an even bigger factor than it normally would be.

Not having skills means that some of my Chaos stuff (which start out will skill) will have an insane advantage that would not exist in "da real world", as most enemies (especially sieges) tend to have developed skills. Although the skills thing probably isn't needed to be changed in the testing.

My suggestion is to continuously increase the ratio of goblins:X (X being the tested creature). Once the goblins win 10 fights in a row (running something like 50 sims before changing the ratio), we know the critical number of goblins to reliably beat that kind of creature. This would give us an idea of about how dangerous that creature actually is, with goblins as an easy reference point. I call this the Critical Goblin Horde Index, or CGHI, and am hoping to be nominated for the Nobel peace prize with it.

For example, I ran a quick simulation with dwarves and goblins. When CGHI ratio was 1:1 (5 goblins to 5 dwarves), the goblins won half the time (just like you found). As soon as I increased the CGHI ratio to 2:1 (10 goblins to 5 dwarves), the dwarves lost immediately, making the CGHI rating for a dwarf 2 (as it takes 2 goblins for every one dwarf to beat that dwarf virtually every time).

I will begin doing some testing like this with basic weapons being used (although the weapons will essentially add a whole other variable, it will greatly reduce the amplifying effect size has). This new test type will be called the Weapon-Adjusted Critical Goblin Horde Index (WACGHI). I'm sure to get that nomination now!

A further test type could be to adjust for armour, and then another for skill, and then another for all of them together. This would be the most accurate way to actually gauge the power of a creature instead of seeing if it is simply stronger than a goblin by an appreciable margin.



PRELIMINARY TESTING (others feel free to use this means of testing):

Equipment used:

-Iron shortswords for all subjects

Skills:

-All subjects boosted to Proficient Fighter if they were not already.

Subjects:

-5 Brettonians, Mounted:


Initial testing results:

Subjects easily dispatched 5, 10, and 15 goblins, sustaining some injuries throughout. Further rounds of testing will commence.


Initial Conclusion:

Mounted Brettonians possess a Skill-and-Equipment-Adjusted Critical Goblin Horde Index of at least 3.



Interesting New Results:

As soon as the CGHI ratio was increased from 3 to 4 (20 goblins to 5 brettonians), the Brettonians were killed in every fight, with goblins taking moderate (under 50%) casualties. Fine tuning will now occur to find the precise number.



Revised Information:

Spacing seems to be critical.

My initial test with 20 goblins (resulting in a decisive goblin victory) was conflicting with a new result using 20 goblins wherein the mounted knights won with moderate-severe casualties. In the initial test, the knights were spaced a single tile apart, in the more recent ones, they were shoulder to shoulder. In both tests, goblins were 7 tiles away shoulder to shoulder. It is possible that fighting shoulder to shoulder is greatly advantageous. Further testing ongoing to test this spacing hypothesis.

CONFIRMED:

Spacing is enormously important. Over 5 fights with the spacing of the brettonians tweaked each time, their spacing has proved integral in their victory over 20 goblins. In some cases, when placed far from allies, a knight would be quickly overwhelmed and killed, allowing his killers to proceed to gang up on other knights, rapidly killing them. Goblins were able to achieve quick victories when the brettonians were spread more than a tile or two apart but would lose when the brettonians were fighting shoulder to shoulder. All further testing must take place with all participants shoulder to shoulder to eliminate that variable. Distance between the two lines will remain at 7 spaces.

I am also considering a change in how the goblins are spaced. Brettonians continue to win fights when the goblins are even up to 25 in number. I could observe that the brettonians would quickly kill the goblins immediately in front of them whilst the goblin's flanks attempted to wheel around. This is fascinating.

I will be conducting experiments with spacing now between goblins to determine which formation is optimal.

 
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Drago55577 on March 15, 2012, 01:22:44 pm
Will you add Natural Abilities for some races? Like the Eldar. (hehehe send an Eldritch Storm and watch a big cloud expand and give them syndromes)


Anyway il download when the internets up (on a phone)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 15, 2012, 02:06:38 pm
Will you add Natural Abilities for some races? Like the Eldar. (hehehe send an Eldritch Storm and watch a big cloud expand and give them syndromes)


Anyway il download when the internets up (on a phone)

Eldar? This is Warhammer fantasy, not Warhammer 40k
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Drago55577 on March 15, 2012, 02:12:54 pm
Will you add Natural Abilities for some races? Like the Eldar. (hehehe send an Eldritch Storm and watch a big cloud expand and give them syndromes)


Anyway il download when the internets up (on a phone)

Eldar? This is Warhammer fantasy, not Warhammer 40k


Oh.... Ignore me then
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 15, 2012, 03:15:13 pm
Ha ha! Eldar are pretty neat though. Despite being space elves in theory, I actually find them to be much more interesting than that origin would imply. But ya, this is indeed a fantasy mod.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 15, 2012, 05:07:27 pm
Hey mrtspence

I like your idea, the reason that I am conducting it on a 1v1 no equipment and no skill lvl ups is for the following reasons.

1- I wanted to test the "base" creature the reason I did this was that in game both the player will lvl the skills of their people and the game when seiging or attacking will add skill points to the creature. Thus it becomes unpredictable to test for what you will "always" be facing. Thus by having each creature with no added skills or numbers we are able to compare pound for pound how each creature fares.

2- the reason that additional numbers where not added is that when that is done you increase the number of hits upon the creature by a numerous amount. This becomes no longer a test of creature strength comparative to the goblin which is are standard of testing multiple creatures. Instead it becomes a test of endurance and how much punishment a creature can take. There is subtle differences and your method is a useful one for testing how well a defensive force can hold against many weaker opponents. Yet my testing I wanted to do was create a comparative chart of varying strengths that many creatures can be compared to.

Now with that out of the way, let me say I really do like your method of testing and ideas behind it. My statements of the fact that bretonian knights and chaos are too strong are not just based off their tests against the goblins. WHat those statements were from was then taking the chaos and bretonian results and comparing them to the other races results. Then combined with the large strength of the metals available to the chaos creates a creature that becomes largely unbalanced against the other races. For example if even 6 chaos warriors with blood iron attacked my dwarven settlement (who are of equal strength to goblins, and on average have iron to steel equipment), they would require at least 10 dwarves to even hope of holding off the chaos. This then combined with the fact that seiges usually run around 12-24 creatures results in dwarven forces requiring at least 24-48 highly trained and highly equiped dwarves (full time soldiers). I like the strength of the chaos and bretonnians, the only thing that I was suggesting was that with the current system of creature strength in place (all other races so far) those races pose a huge threat.

AAAAAAnyways thx for listening to my blab. I intend on revisiting the creatures of a hundred percent win rates with creatures that are the strength of 25% more then the goblins and then increasing the creature strength test by plus 25% goblin every time.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Drago55577 on March 15, 2012, 06:28:59 pm
Ha ha! Eldar are pretty neat though. Despite being space elves in theory, I actually find them to be much more interesting than that origin would imply. But ya, this is indeed a fantasy mod.

In your spare time, could you work on a 40K mod pwease? They all got abandoned
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 15, 2012, 08:49:24 pm
Ha ha! Eldar are pretty neat though. Despite being space elves in theory, I actually find them to be much more interesting than that origin would imply. But ya, this is indeed a fantasy mod.

In your spare time, could you work on a 40K mod pwease? They all got abandoned

There is a Necromunda one around. Fairly recent. Or you could learn how to mod (not hard) and try to get a collaborative mod going like this one.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Destroid on March 15, 2012, 11:22:55 pm
Ha ha! Eldar are pretty neat though. Despite being space elves in theory, I actually find them to be much more interesting than that origin would imply. But ya, this is indeed a fantasy mod.

In your spare time, could you work on a 40K mod pwease? They all got abandoned

There is a Necromunda one around. Fairly recent. Or you could learn how to mod (not hard) and try to get a collaborative mod going like this one.

Indeed our Necromunda mod (http://www.bay12forums.com/smf/index.php?topic=100255.0) is still rolling and should see a new release soon, bringing it up to date with the latest DF version.  That said, there is a lot of content from Warhammer 40k that we won't be covering at all, or only in a very limited fashion, so there is room for some other kind of WH40k mod in addition to our focused mod.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Drago55577 on March 20, 2012, 07:57:44 am
Ha ha! Eldar are pretty neat though. Despite being space elves in theory, I actually find them to be much more interesting than that origin would imply. But ya, this is indeed a fantasy mod.
Eldar are murderous reality bending creatures, not tree huggers
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 20, 2012, 09:16:37 pm
Well, have had the delight of a fortress that has actually been almost impossible to maintain thanks to this mod and the Fortress Defense mod.

Running a warriors of chaos embark into a terrifying rocky wasteland. It rains skyre skaven blood constantly there--the entire map is covered in pools of it. There is a river that literally runs red with blood sometimes. Khorne has been pleased with the decision to settle this region.

The first year went swimmingly--I breached the aquifer within the first two months and began constructing my above-ground fortress. Only stockpiles and mining will go underground, the children of chaos refuse to cower in burrows.

The first few waves of migrants brought some interesting pets--including a pair of Asur dragons.

With the migrants came waves of enemies--thankfully held off by the incoming caravans (dark elves, norsemen, and of course the home civilization of chaos trade).

The trouble began early in the second year. A juggernaut of khorne megabeast showed up with a wave of 20 migrants, murdering all of them. It ran amok and butchered a dark elf caravan--but becoming badly wounded in the process (the dark elves possess murderously good aim with their crossbows). The gigantic beast lay stricken on the ground, its rage keeping it conscious through the immense pain it must have been suffering. A group of citizens decided to handle the problem on their own initiative. Around a dozen chaos warriors surrounded the monster and began pummeling it with their firsts to little effect. It was joined by my ramshackle military--a champion of Nurgle with my woodcutter's axe. However, before the execution could be delivered, one of the Asur dragons showed up and decided to chip in.

The flames were my undoing. The dragon blasted the wounded juggernaut with fire--and all of the brave souls that were trying to kill it

With around a fifth of my fort killed in an instant, and my drawbridge ruined (apparently dragon fire can wreck my granite drawbridge), the melted corpses were left to rot.

Enraged Chaos warriors don't make for friendly ghosts. Added to the nonstop tantrums from the devastating loss to my fort was around 5 murderous and sadistic ghosts. There would be dozens of corpses found contorted in fear over the coming years.

The sieges have been unending. Dark stranglers, beakwolves, brettonians, high elves, wood elves, and juggernauts have been slaughtering all migrants and the unlucky few citizens caught outside the safety of the slowly-rising walls.

Once again, a damnable dragon decided to devastate my fortress. A mantis man decided to suicidally fly down through the still-constructing ceiling and assail a baby. An Asur dragon seized the moment, belching out clouds of fire that annihilated a third of my main level. All of my workshops, my newly-reconstructed bridge, and 8 good children of chaos were ruined. The dragon was slaughtered, its meat sustaining my fortress in lieu of the crops it destroyed.

The tantrum spiral was horrific. A champion of khorne went berserk and threw himself upon a cultist mother and baby. He ripped her lower leg off with his goddamned teeth and then punched the baby's head in. A handful of nearby chaos warriors and a war hydra joined the fray. The second Asur dragon burned them all to death in an instant. The second and last dragon was put to the knife. Its succulent meat was little consolation to those whose family members were reduced to smoking husks.

The tantrums continued. My thriving fortress of just over 50 men stabilized at around 15. Ghosts took that number down to 12 before the deadliest of them could be laid to rest. Thankfully a champion of Khorne vampire was killed by a band of Brettonians, bringing the number to 11. I hadn't suspected him at first, but his death left a pile of +chaos human earrings+. That fool was wearing like ten crowns and thirty-something necklaces and earrings made from the bones of chaos humans...

 I have only just been able to put the ceiling on my second level, so the dining room and dormitory have only just gone down. The last remaining chaos warrior has just gone berserk with my fort's best weapon (a bronze axe liberated off the mutilated corpse of a druchii) and hacked the foot off of my incursion leader, sending him hurtling off of the top level of my fort. His feeble cultist body was maimed from the 3 story fall, leaving him broken on the ground outside of my fort. A band of marauding asrai have kept my gates shut.

And that is where my fort currently is. I haven't had the time to make a proper graveyard; dozens of corpses lie under the hot sun, left to rot.  No migrant has come in nearly a year. I fear that this excursion will soon come to an end.

I look forward to actually being forced to reclaim a fort for the first time in months. Thanks so much, everyone! This mod is especially awesome in this new release. Been so much fun.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 20, 2012, 10:05:25 pm
wow what a fort, makes me thankful to have strong stone walls and tunnels to keep my Dawi safe as I mine endless gold and Gromril. Oh a note here, gromril is REALLY common i find, its even more common then gold, and I have done no tinkering with the raws. I will be getting on with my testing, I just recently hurt my leg so am not very mobile or in the frame of mind to test, also I have many projects and tests to do.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stirk on March 20, 2012, 10:19:09 pm
I agree. The gromril is REALLY common. I found it like the first floor down on my fortress and was able to make a good amount of weapons and armor out of it.

Then a Juggernaught attacked like the last guy's fortress around a year and a half. I panicked, because I didn't have a standing army yet and just had begun training two troops, with not troll slayers yet. So after panicking and slamming the doors, I decided that I would try to crush it with the doors because loosing is fun. Once my gates failed to go as fast as I had hoped, I summoned a military out of random dwarves who where lying around and the two trained dwarfs. They attacked him with thier fists, without the juggernaut getting any damage in, then one of the regulars came in and chopped him in half with the special Gromril axe. It was....Way to easy. He had dabbling skill still.

Other than that, I had some fun trying to play Ork. I actually manage to do pretty well on it, building great towers by chopping down forests. I made only two that went anywhere, the first one we seemed to be the only orcs left alive on the planet and stopped getting migrants. I had hopped that the triplets and quadruplets my soldiers kept having would sustain me, but that didn't work very well. Eventually the high elves attacked and basically outnumbered my entire fortress. Fortunately, everyone was somewhat armed for hunting long-necked animals (those things I cant spell. They are hard to kill with wooden and bone weapons, but I mange it) and the other assorted animals I need to support the fort. We managed to fight off the first round with no casualties, but then a second ambush with a man on a dragon came. I killed the man but he set a fire that killed half the soldiers. Then ran away. I abandoned the fortress since I could not go anywhere. It would be nice if the orks didn't get genocided in worldgen...

Ah, it is great playing the good-old dwarf, probably the strongest race on this mod that I have played so far. I do like the Challenger being an orc brings, even if the caravan thinks it is stealing all the items in it from me.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Destroid on March 20, 2012, 11:58:58 pm
Spoiler (click to show/hide)

Truly, Khorne would be pleased by your offerings.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on March 21, 2012, 02:57:13 am
i never noticed that gromril was that common, if you want to increase it's rarity open Inorganic_metal_common.txt and change

Spoiler (click to show/hide)

to

Spoiler (click to show/hide)

then you'll find 1/5 of the actual gromril plus some small clusters everywhere.
if you have more suggestions for metals tell me, i'm aslo working on
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on March 21, 2012, 05:23:07 am
Well, could it be at all possible to increase the frequency of gold, or add more types of gold. The reason being well.......GOLD!!!!!! By Grimnir's tattoed arse we need more gold.  :P
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on March 21, 2012, 09:59:21 am
since i always wanted to add more materials i started the first poll, you have up to 5 votes, the materials with most votes will be added, if you have any questions on them i'll post a brief description, for example:


Ithilmar
Spoiler (click to show/hide)

Darksteel
Spoiler (click to show/hide)


EDIT: mrtspence i like that tale, in the beginning i found strange that your chaos warrios kept High Elf dragons as pet but then
Quote
The dragon blasted the wounded juggernaut with fire--and all of the brave souls that were trying to kill it
now i understand where the warpstone was placed
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 21, 2012, 10:26:24 am
We really need warpstone and all it's wonderful effect to be added. Especially now with the interactions.

I'll try to finish the night goblins today, along with some minor changes to savage orc ethics (they are pretty much vanilla DF goblins) and tweaking beastmen strength.

EDIT: I guess I should place the orc ethics as they currently are here and explain why I belive they should be modified
(the "<- [text]" are my notes)
Code: [Select]
   [SELECT_SYMBOL:WAR:NAME_WAR] <- Could be changed to NAME_FESTIVALS
   [SUBSELECT_SYMBOL:WAR:VIOLENT]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE] <- And this to NAME_GAMES
   [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE] <- And this to NAME_REVELRY
   [SUBSELECT_SYMBOL:SIEGE:VIOLENT]
   [SPHERE_ALIGNMENT:WAR:384] <- Could be changed to REVELRY/FESTIVAL, since war = fun and games for them
   [SPHERE_ALIGNMENT:CHAOS:384]
   [SPHERE_ALIGNMENT:NIGHT:512]
   [ART_FACET_MODIFIER:GOOD:0]
   [ART_FACET_MODIFIER:EVIL:384] <- I don't think greenskins understand the concept of "evil"
   [ART_FACET_MODIFIER:OWN_RACE:512]
   [ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
   [ETHIC:KILL_NEUTRAL:ACCEPTABLE]
   [ETHIC:KILL_ENEMY:ACCEPTABLE]
   [ETHIC:KILL_ANIMAL:ACCEPTABLE]
   [ETHIC:KILL_PLANT:ACCEPTABLE]
   [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
   [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
   [ETHIC:TREASON:PUNISH_SERIOUS] <- Should be at least PERSONAL_MATTER, since orcs don't really have laws or anything
   [ETHIC:OATH_BREAKING:ACCEPTABLE]
   [ETHIC:LYING:ACCEPTABLE]
   [ETHIC:VANDALISM:ACCEPTABLE]
   [ETHIC:TRESPASSING:ACCEPTABLE]
   [ETHIC:THEFT:PERSONAL_MATTER]
   [ETHIC:ASSAULT:PERSONAL_MATTER] <- Should be acceptable, since that is the way greenskins decide who is in charge
   [ETHIC:SLAVERY:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
   [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 22, 2012, 01:09:40 pm
I agree with Warpstone! That stuff is the essence of Warhammer Fantasy. I also have workable obsinite in the mostly-unfinished lizardmen mod, but it's not really special except that it must be refined and processed from obsidian (not really lore-consistent, but is a feature to make lizardmen more unique).


Speaking of Lizardmen:
I really want there to be a way to make creatures from workshops. This would let us make a proper spawning pool and would be sweet.

Right now, my workaround would be making the default Lizardmen some kind of formless and weak creature that must be "grown" into a Skink/Slann/Saurus/whatever at a special spawning pool workshop. It would be neat and kinda closer to their fluff, but I would want feedback from you guys first!

Alternatively, we just need some kind of sponsored creature that can perform parthenogenesis so that the infertile eggs we could make at a workshop could hatch. I think that would work, as IIRC, you can make eggs at workshops, they just never hatch.


Also, my fort received a wave of migrants and a dark elf caravan saved my ass. I am now up to 20 dudes again. Have lose like 3 more guys to murderous ghosts though. I often leave DF on in the background and don't notice when they spawn. I think fully half of my ghosts have been murderous xD. Chaos warriors tantrum super hard and then come back as deadly ghosts. The forts can be hard to manage at times!
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stirk on March 22, 2012, 01:37:29 pm
Quote
Right now, my workaround would be making the default Lizardmen some kind of formless and weak creature that must be "grown" into a Skink/Slann/Saurus/whatever at a special spawning pool workshop. It would be neat and kinda closer to their fluff, but I would want feedback from you guys first!

That would be interesting, but wouldn't that make them vulnerable in wolrdgen? The ork seem to get wiped out half the time, I would imagine a race of weak and formless creatures would be wiped out rather quickly....Wouldn't they?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 22, 2012, 02:59:50 pm
Quote
Right now, my workaround would be making the default Lizardmen some kind of formless and weak creature that must be "grown" into a Skink/Slann/Saurus/whatever at a special spawning pool workshop. It would be neat and kinda closer to their fluff, but I would want feedback from you guys first!

That would be interesting, but wouldn't that make them vulnerable in wolrdgen? The ork seem to get wiped out half the time, I would imagine a race of weak and formless creatures would be wiped out rather quickly....Wouldn't they?

Not sure. Elves tend to make it. But I only ever run Short or Very Short Histories to ensure that the maximum number of civs survive and most tend to stick around.

Also, a gigantic Beastmen ambush of around 40 gors and centigors all riding brettonian warsteeds just about wiped out my fort. Down to 9 members, 2 of them children.

EDIT: Down to 6 members. 2 of them children.

EDIT: Down to 4 members. The children were infants and starved, their mothers brutally murdered by beastmen.

I have ordered the remaining members to burn all of our meat into charcoal and shall then order them to charge into the beastmen horde. 3 of them are cultists and will likely be cut down in an instant, but my incursion leader who has been here all along is a Champion of Khorne. Let it be known that the brave men of Lancedinched will not have died without a fight.

The reclamation will begin soon and I shall be sure to capture and brutally torture any beastmen that show their sorry hides.

Been my favourite fort ever so far.

I was just starting to stabilize too haha! It's year 5 and I still don't have a military, and I refuse to use traps for defense (traps are for weaklings, not chaos warriors!) so things are getting rough. It has been 5 years of insanity and I could not be happier with it!
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stirk on March 22, 2012, 03:11:59 pm
Quote
Right now, my workaround would be making the default Lizardmen some kind of formless and weak creature that must be "grown" into a Skink/Slann/Saurus/whatever at a special spawning pool workshop. It would be neat and kinda closer to their fluff, but I would want feedback from you guys first!

That would be interesting, but wouldn't that make them vulnerable in wolrdgen? The ork seem to get wiped out half the time, I would imagine a race of weak and formless creatures would be wiped out rather quickly....Wouldn't they?

Not sure. Elves tend to make it. But I only ever run Short or Very Short Histories to ensure that the maximum number of civs survive and most tend to stick around.

Also, a gigantic Beastmen ambush of around 40 gors and centigors all riding brettonian warsteeds just about wiped out my fort. Down to 9 members, 2 of them children.

EDIT: Down to 6 members. 2 of them children.

I was just starting to stabilize too haha! It's year 5 and I still don't have a military, and I refuse to use traps for defense (traps are for weaklings, not chaos warriors!) so things are getting rough. It has been 5 years of insanity and I could not be happier with it!

You have a point about the elves. How in Armok can they survive even a year?

Other than that, you should try playing ork. I can't seem to manage getting over 20 people before civilization collapses....

Orcs seem to only be able to live ten years on their own before their civilization collapses, for some reason. Kabolds also live short lives often in this mod. I assume that regular attacks of dragons and better-than-steel weapons basically kill off everything that can't fight them off...
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 22, 2012, 03:35:57 pm
I think this mod just creates a whole new scale of warfare. There are just so many warring races that ones without allies likely get wiped out fast. Chaos warriors and Norse and Dark Elves all get along really well, so they tend to all make it through. Orcs just may need to be tweaked so they can find some buddies. Or just increase all their starting pop sizes and the like.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 22, 2012, 03:40:32 pm
Looks like I have to remove mounts from beastmen. Centigors riding horses is a bit silly.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stirk on March 22, 2012, 04:05:57 pm
Quote
Looks like I have to remove mounts from beastmen. Centigors riding horses is a bit silly.

....Don't make me picture it.

Quote
I think this mod just creates a whole new scale of warfare. There are just so many warring races that ones without allies likely get wiped out fast. Chaos warriors and Norse and Dark Elves all get along really well, so they tend to all make it through. Orcs just may need to be tweaked so they can find some buddies. Or just increase all their starting pop sizes and the like.

Suppose I could. But that would eliminate the challenge! I have almost made the goal of 20, I have 15 right now who have survived on armadillo and kabold thief meat, the armadillos being great training. My new "Camp" mode seems to work a lot better than the tower does, taking up less resources. Only one major injury so far, one of my hunters tackled a kabold thief while the soldiers surrounded him and owned him, earning him a nice little slice on the foot. Now I have a bit of iron, so it is good ah? Wish me luck. 

EDIT

Eh make that 14. The one with the small weakness is going to die. He was resting in his room when a hornbill made it over the wall and kicked his green skin right off. The military managed to save him in plenty of time and make a meal out of the bird, but the damage is done. He is now just sitting in the alleyway, starving and thirsty, and ignored. I have a coffin ready for him. Now the hospital is done, to prevent further things like this. But I will make it....

*EDIT 2*

And now my fortress attracts no migrants. Aww.

**EDIT 3**

And now a high elf siege. Wish me luck. I bet they taste good.

*(**)EDIT 4*(**)

We got slaughtered. Rushing bowman is a bad idea. The doors are now locked, that should keep them out. 5 left, the ten fighter are dead.

$$EDIT 5$$
4 left. The leader, the one most effected by the deaths, went berserk. He was a soldier and started attacking the few people who where left. Killing one. 3. Two of them are kids. The last adult was going to attack, but then one of the young ling's pet cold one bit him in the head and killed him when he went after the kid.

EDIT 6

I decided the situation would not change and abandoned the fort. I then quickly reclaimed it. Some Asari are still here, but we should be able to start again without any casualties. 7 left.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 22, 2012, 04:19:50 pm
Well, my grand plan of death by warfare went down the tubes. A murderous, ghostly baby, Fubag Fanugitha took the life of one of my settlers. Another ghost made my Khorne Champion go berserk, who then murdered all of my hens and the other two cultists. Now when I reclaim, I'm gonna have to deal with a berserk khorne champion wielding beastmen-brettonian-ite. This could be a ROUGH reclaim if he is still lurking around!
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stirk on March 22, 2012, 08:47:13 pm
I finally broke my goal and managed to get 21 orc for almost an in came month. I had a nice fortress, and had assumed that I would be able to fight off any threat to the fortress since I traded in some expensive-items for less expensive ones and bought like 30 1 point trolls and assumed that I would just make a meeting area over the enemies and send them to attack whatever threatened us.

Soon after the migrant wave came and I manged to get 21 ocs, one of them finally got a strange mood, which I didn't even know they could get. He wanted bones, and I had used all of them to make weaponry. So I had to decide weather to slaughter one of the ton of trolls we had or to attack the alligators and try to get something from them. For some reason I chose the alligators, and lost one soldier while injuring another. Then I just decided to slaughter one of the male trolls, since you really need only one to make the females have children. Then he started his project, and all was well in the fortress. I still had 20 people.

Then ten seconds later a Juggernaut appeared. I sent the trolls after him as I had planed, and it worked as well as I had hoped. Except that Juggernauts are completely immune to the trolls I sent, so he just slaughtered them. Since orcs can't dig, thus can't get mechanisms, I had doors instead of bridges. Wooden doors don't stop juggernauts. I sent every single man as a troop to attack the creature, of course all of our wood and bone and punches we could throw at it just bounced off like the trolls did, and everyone was soon slaughtered as well. maybe a siege engine hallway would work as a good defense?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 22, 2012, 09:40:49 pm
mrtspence, do you have any plans to expand your Chaos Warriors with daemonic possession? I think it'd be nice addition and would help set them apart from the rest of the races.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on March 23, 2012, 10:59:22 am
mrtspence, do you have any plans to expand your Chaos Warriors with daemonic possession? I think it'd be nice addition and would help set them apart from the rest of the races.

I absolutely do. I'm just very busy with school lately, so its been hard to find the time to learn and implement the new interaction system. And I agree that it would fit in really well with all of the human sacrifice and complex reaction chains.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: SDood on March 23, 2012, 05:41:18 pm
Sorry guys i have been really busy i will have an updated Phoebus version out soon.

Okay i updated the Phoebus version to 1.3.2 for DF 0.34.06.Included the changes from Krantz and updated MiguelMo's sprites.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on March 24, 2012, 07:46:42 am
guys here some references on obsinite
obsinite: it's a strange metal, a betweeen from stone and metal, sharp as glass and strong as bronze, the saurus equip aztek-styled weapons made of it and occasionally some piece of gear like Gor-Rok's shield.
in game i'm planning to make a rare non-smeltable stone that is strong as steel and heavy like gold and that can be used to make stone weapons
i plan to add small clusters of obsinite to obsidian, so if you can import/mine obsidian you're bound to find some obsinite stones, i'm also planning to add obsinite gems later on, after all when polished obsinite is shiny like glass


EDIT: my favourite slayer just died bravely fighting a poison spitting, bone crunching, brain eater monstrous horror that flew down the volcano shaft tearing apart a child, the trollslayer charged the beast cutting it's wings and then he smashed the beast's head with a well placed punch after a vicious battle, sadly he was literally covered in poisonous body fluids (not to mention a missing arm and various broken bones) he couldn't be saved, ive buildt a small masoleum with a gold sarcophagus for the dwarf and a silver one for the child
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Man of Paper on March 24, 2012, 05:40:29 pm
I've been playing this mod with the past couple versions, but I've kept myself to Adventure Mode. I started my first fort and don't know how excited I should be (CURRENT LEVEL: HIGH). I figured I'd start off as Chaos since I figured it'd give me a very different feel than LFR or Genesis could provide. Well it turns out that one of my starting seven was a Champion of Khorne. To top it off, a ton of her personality stuff mentions how calm and level-headed she is (though I don't know how effectively it'd counter/offset the natural rage the Champs have).

She's already killed a handful of Eagle Men and a Kobold Thief in a glorious festival of blood. I'm hoping that she provides a lot of FUN for anyone who decides to take a stroll too close to my fort.

Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 24, 2012, 06:08:11 pm
I've been playing this mod with the past couple versions, but I've kept myself to Adventure Mode. I started my first fort and don't know how excited I should be (CURRENT LEVEL: HIGH). I figured I'd start off as Chaos since I figured it'd give me a very different feel than LFR or Genesis could provide. Well it turns out that one of my starting seven was a Champion of Khorne. To top it off, a ton of her personality stuff mentions how calm and level-headed she is (though I don't know how effectively it'd counter/offset the natural rage the Champs have).

She's already killed a handful of Eagle Men and a Kobold Thief in a glorious festival of blood. I'm hoping that she provides a lot of FUN for anyone who decides to take a stroll too close to my fort.

Just wait until one of her friends dies. Then enjoy the show as she massacres your minions.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on March 25, 2012, 05:05:46 pm
I've been playing this mod with the past couple versions, but I've kept myself to Adventure Mode. I started my first fort and don't know how excited I should be (CURRENT LEVEL: HIGH). I figured I'd start off as Chaos since I figured it'd give me a very different feel than LFR or Genesis could provide. Well it turns out that one of my starting seven was a Champion of Khorne. To top it off, a ton of her personality stuff mentions how calm and level-headed she is (though I don't know how effectively it'd counter/offset the natural rage the Champs have).

She's already killed a handful of Eagle Men and a Kobold Thief in a glorious festival of blood. I'm hoping that she provides a lot of FUN for anyone who decides to take a stroll too close to my fort.

Just wait until one of her friends dies. Then enjoy the show as she massacres your minions.

*snap*
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Man of Paper on March 26, 2012, 11:20:54 am
I've been playing this mod with the past couple versions, but I've kept myself to Adventure Mode. I started my first fort and don't know how excited I should be (CURRENT LEVEL: HIGH). I figured I'd start off as Chaos since I figured it'd give me a very different feel than LFR or Genesis could provide. Well it turns out that one of my starting seven was a Champion of Khorne. To top it off, a ton of her personality stuff mentions how calm and level-headed she is (though I don't know how effectively it'd counter/offset the natural rage the Champs have).

She's already killed a handful of Eagle Men and a Kobold Thief in a glorious festival of blood. I'm hoping that she provides a lot of FUN for anyone who decides to take a stroll too close to my fort.

Just wait until one of her friends dies. Then enjoy the show as she massacres your minions.

*snap*
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Rossol on March 29, 2012, 01:53:15 pm
This mod looks amazing, cant wait till it start support Therapist
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 29, 2012, 02:45:04 pm
Since this was bumped, an update on night goblin status: only thing left to do is to create a workshop and adding reaction permissions to the entity file. I'll try to stop being lazy for a while and finish this soon.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: SDood on March 30, 2012, 03:19:44 pm
Hello everyone i updated the Phoebus version to the new DF version 0.34.07.

I included parts of SethCreiyd's Flora and Fauna mod and i gave High Elf,Wood elf, and Empire mage's the ablility to cast magic via interactions.Special thanks to SethCreiyd.

Warhammer Fortress Phoebus 1.3.3
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: XxPhogxX on March 31, 2012, 04:23:40 pm
I think I might have a bug to report. I am finding it incredibly difficult to generate a world. The settings I am using are large world size, short history, very high civilizations, very high sites, very high beasts, high savagery, and everywhere mineral occurrence. The thing that repeatedly is happening is that the world will get up to the point where the civilizations are all placed and then it starts over. I let the generator run for about an hour and eventually got an error report about "farming civilizations" and how the world cannot generate because there aren't enough of them for some reason. Also,I am using the 34.07 Phoebus pack.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stirk on March 31, 2012, 05:00:59 pm
I think I might have a bug to report. I am finding it incredibly difficult to generate a world. The settings I am using are large world size, short history, very high civilizations, very high sites, very high beasts, high savagery, and everywhere mineral occurrence. The thing that repeatedly is happening is that the world will get up to the point where the civilizations are all placed and then it starts over. I let the generator run for about an hour and eventually got an error report about "farming civilizations" and how the world cannot generate because there aren't enough of them for some reason. Also,I am using the 34.07 Phoebus pack.

I have found it easiest to have everything on medium with a short history. I have made it work with minerals on the highest amount, and with land on the highest amount, but I have not been able to mess with much else to any success.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on March 31, 2012, 09:30:50 pm
I think I might have a bug to report. I am finding it incredibly difficult to generate a world. The settings I am using are large world size, short history, very high civilizations, very high sites, very high beasts, high savagery, and everywhere mineral occurrence. The thing that repeatedly is happening is that the world will get up to the point where the civilizations are all placed and then it starts over. I let the generator run for about an hour and eventually got an error report about "farming civilizations" and how the world cannot generate because there aren't enough of them for some reason. Also,I am using the 34.07 Phoebus pack.
I'll try to look into it. I got it a while back, but I assumed it was due to me messing around with the RAWs. This was not helped due to the fact I didn't assign the Night Goblin civ it's creature at the time. I'll do a bit experimenting, see what is going on. If you could copy your errorlog here, it'd help.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: SDood on April 01, 2012, 12:26:13 am
I think I might have a bug to report. I am finding it incredibly difficult to generate a world. The settings I am using are large world size, short history, very high civilizations, very high sites, very high beasts, high savagery, and everywhere mineral occurrence. The thing that repeatedly is happening is that the world will get up to the point where the civilizations are all placed and then it starts over. I let the generator run for about an hour and eventually got an error report about "farming civilizations" and how the world cannot generate because there aren't enough of them for some reason. Also,I am using the 34.07 Phoebus pack.

Hello Phog that is a problem i have been having since the new 0.34 DF update and have been trying to fix.The major problem is farm space for civs in worldgen and the only way around it that i have found is using less civilizations, i use high civs with high sites with the rest on medium and it works most of the time.This is a known problem with the new 0.34 update with civilization farming space being an issue.I have spent a long time tinkering with the raws but the only thing that seemed to make any difference is worldgen parameters.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: mrtspence on April 01, 2012, 04:51:31 pm
I think I might have a bug to report. I am finding it incredibly difficult to generate a world. The settings I am using are large world size, short history, very high civilizations, very high sites, very high beasts, high savagery, and everywhere mineral occurrence. The thing that repeatedly is happening is that the world will get up to the point where the civilizations are all placed and then it starts over. I let the generator run for about an hour and eventually got an error report about "farming civilizations" and how the world cannot generate because there aren't enough of them for some reason. Also,I am using the 34.07 Phoebus pack.

Hello Phog that is a problem i have been having since the new 0.34 DF update and have been trying to fix.The major problem is farm space for civs in worldgen and the only way around it that i have found is using less civilizations, i use high civs with high sites with the rest on medium and it works most of the time.This is a known problem with the new 0.34 update with civilization farming space being an issue.I have spent a long time tinkering with the raws but the only thing that seemed to make any difference is worldgen parameters.

I am almost 100% certain this has to do with savagery. I can gen max sized worlds with max civs provided that savagery is low-ish. I think savage creatures reduce the effective area for settling in world gen and cause that problem.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 01, 2012, 05:20:04 pm
mmmh... i keep getting server error messages while accessing bay12forums, anyway i'm starting the work on the metals, the winners are
warpstone - need help on syndrome, anyone willing to help? we need to set skavens immune
obsinite - coming soon
seagold/darksteel - coming soon
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 01, 2012, 06:20:44 pm
Immunity is simple. Just add a new creature class to skaven and set the syndromes to not affect that.

As to the syndromes themselves, there are many possibilities. Turning them into hostile chaos spawn is one that comes to mind. Or some other kind of mutation.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: trees on April 01, 2012, 06:54:29 pm
Immunity is simple. Just add a new creature class to skaven and set the syndromes to not affect that.

This will also make the skaven immune to normal poisons, though. An easier way is to add this to the syndrome:

Code: [Select]
[SYN_IMMUNE_CREATURE:SKAVEN:ALL]
I haven't checked up on this in a while, might have to soon.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 01, 2012, 07:22:03 pm
i also need help on coding... well... mutation...
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 01, 2012, 07:58:28 pm
Mutation on an atribute level may be done with syndromes that change those. Otherwise we're going to have to use body transformations.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Black_Legion on April 01, 2012, 09:49:18 pm

I was looking through the raws and I found that high elf dragons have urine. Pray tell me what is this substance used for? I'm assuming something alchemical.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 02, 2012, 06:29:03 pm
So, Night Goblins (http://dffd.wimbli.com/file.php?id=6078) are in a playable state. Their alchemical reactions, however, WILL cost you one goblin since the only non-transformation result is an explosion. Will try to add more results later. Also included some changes to savage orcs, but those should only affect them in the world gen (removed [EVIL], added [SAVAGE] and some other minor stuff). Readme for the goblins included.

You may want to remove vanilla goblins.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Black_Legion on April 02, 2012, 07:26:41 pm
So, Night Goblins (http://dffd.wimbli.com/file.php?id=6078) are in a playable state. Their alchemical reactions, however, WILL cost you one goblin since the only non-transformation result is an explosion. Will try to add more results later. Also included some changes to savage orcs, but those should only affect them in the world gen (removed [EVIL], added [SAVAGE] and some other minor stuff). Readme for the goblins included.

You may want to remove vanilla goblins.

Great to see these little gits.

I just checked the raws and two things:
-- You have two [EQUIPS] tags, this shouldn't do anything too bad but you may want to edit these.

-- This isn't really a problem with the raws but I think you may be missing a very important tag...
Spoiler (click to show/hide)
As you can see in the above image currently the night goblins are missing a very important:

[RELSIZE:BY_CATEGORY:NOSE:100]             // Normal humanoids have a size of 10, goblins... have very prominent noses.

** Also I thought greenskins did take slaves... at least the orcs did. Night goblins tend to have mostly dwarf prisoners... If I have my lore correct mostly they use them for labor and mining as orcs and goblins don't really have much attention for something that doesn't involve bashing, eating, or fighting
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 02, 2012, 09:17:36 pm
Thanks for the correction. I think the double [EQUIPS] may cause the doubled raws problem, so that'll have to be fixed.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 04, 2012, 07:15:35 pm
cant wait to play the endless horde of gobbos
oh and is it possible to create a fix or alternate reaction for iron breaker armours I have genned 12 worlds and still not seen it :'(`

edit is there any graphics for them?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 04, 2012, 08:41:48 pm
edit is there any graphics for them?
If you mean the gobbos, no. I play in ASCII and am also terrible when it comes to sprite-making. I guess someone else will end up making them.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 04, 2012, 09:04:43 pm
oh just found an error in the night goblin entity the alch experiment has permitted "RACTION"
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 04, 2012, 09:10:52 pm
Ok. That's it. I'm not modding late at night anymore. Going to fix this now before I forget.

EDIT: here (http://dffd.wimbli.com/file.php?id=6078)

Bigger noses, no double [EQUIPS], slave-related wars in world gen (possibly), reaction related token fix.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 04, 2012, 09:35:00 pm
oh and i will resume my testing once the storm of work from school subsides
and just wondering, i cant seem to be able to get night goblins to live on so far 18 worlds. i looked in legends and they are not even being placed. for the install i just extracted the night goblin files to my warhammer raw objects folder and then allowed it to replace the existing files. i checked the error log and the only thing there is about some of their face tissues. please let me know what i am doing wrong.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Pokon on April 04, 2012, 10:17:59 pm
Hmm, going by the latest new set of modals it seems Griffons might need to be a mite bit bigger. :P
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 05, 2012, 07:11:48 am
oh by the way the new gobbos need to have the pick as a DIGGER item currently its just listed as a weapon. And i also figured out why on mine they were not being placed, its because there is sooooooo many races competing for the MOUNTAIN biome that it simple doesnt get placed. anyways im liking them so far
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 05, 2012, 09:42:09 am
Have you tried genning a large world with high civ cap?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 05, 2012, 01:06:35 pm
yup
 and oh man do they fight well everything they encounter they just go RAGE and kill it
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 05, 2012, 08:21:04 pm
yup
 and oh man do they fight well everything they encounter they just go RAGE and kill it
Are you talking about the fanatics? The regular ones don't have the tokens to rage.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 06, 2012, 02:06:03 am
damn, those connection issues... anyway here the first metal:
Spoiler (click to show/hide)

if you want to start using it just add this to Inorganic_metal_COMMON.txt

EDIT: *the dwarf inside me eye suspiciously to the goblin posts*
         ..tsk... grobi..

EDIT: fixed an issue (i think)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 06, 2012, 09:34:47 am
what now there is mooooore gold????? back to the dwarfs i go. and yes the fanatics
 
would it be possible to get a Hammerer sub race for the dwarfs (like how the runesmith is)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 06, 2012, 10:40:39 am
Won't the two inorganics having the same name ("INORGANIC:SEA_GOLD") cause the doubled-raws bug?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Black_Legion on April 06, 2012, 10:43:57 am
Won't the two inorganics having the same name ("INORGANIC:SEA_GOLD") cause the doubled-raws bug?

Yes it will. I just had a hilarious embark as wagon wood men when I had two versions of COLD IRON i was testing for a little mod. Just as a 2 or something to the end to fix.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 06, 2012, 12:54:59 pm
Won't the two inorganics having the same name ("INORGANIC:SEA_GOLD") cause the doubled-raws bug?

Yes it will. I just had a hilarious embark as wagon wood men when I had two versions of COLD IRON i was testing for a little mod. Just as a 2 or something to the end to fix.

GWAAARGH!!!!
change
[INORGANIC:SEA_GOLD] // SOIL ADDON
into
[INORGANIC:SEA_ORE] // SOIL ADDON

again 3 tries to get a post working
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 06, 2012, 01:01:14 pm
Does anyone have any suggestions for goblin reactions? My imagination is a bit slow today.

EDIT: I guess I should have mentioned it in the readme, but beastmen executioners use axes and their goblin counterparts use maces.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 07, 2012, 02:57:30 pm
I have to say I am beyond excited about the soon to come minecarts that toady is working on. I can already imagine a great railways under ground with dwarfs going here and there hauling ore, metal, coal and goods. The only thing tempering my excitement is the knowledge of the amount of time it takes to get these kinds of updates, but still :D !!!!!!!!
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 09, 2012, 11:06:13 am
I'm currently working on daemonic possession by using interactions. As it currently is, creatures in evil regions will have a random chance of being possessed. However, to prevent daemon-possessed daemons, I'll have to do some changes in their creature raws (mainly replacing [CREATURE_CLASS:GENERAL_POISON] with [CREATURE_CLASS:DAEMON]).

Should possessed creatures turn into daemons/chaos spawn or should they simply get a boost to their stats and get [CRAZED]?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Ahra on April 09, 2012, 11:15:23 am
I have to say I am beyond excited about the soon to come minecarts that toady is working on. I can already imagine a great railways under ground with dwarfs going here and there hauling ore, metal, coal and goods. The only thing tempering my excitement is the knowledge of the amount of time it takes to get these kinds of updates, but still :D !!!!!!!!
You dare speak of The undgrim amongst humans?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 09, 2012, 05:51:52 pm
AAAAAAAAHH how dare I, bring such shame on my clan of to the slayers I must go. TO A GLORIOUS DEATH
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 17, 2012, 05:27:39 am
ok, just a small update on my current WIP:
obsinite - i have to figure out where our miners/slaves will find it
Warpstone - i've created 2 kinds, 1 extremely dangerous that will release gaseous death on everyone (except skaven) that can be found inside the main one clusters (wich has low boiling explosive point so must be handled cautiosly)

any suggestions on soil placement?

Edit: also working on prosthetics
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 17, 2012, 09:15:13 am
hey I know everyone has been busy (im still working on exams which is why i have yet to return to my testing) but is it at all possible to get some normal orks. We have savage orks which are naked savages, and we have night gobbos, but is it possible to get normal standard run of the mills orks (warhammer style mind you). And on another note would it be possible to copy the armour making raws for the bretonians and put in the ironbreaker armour for the dwarves? THe reason being is that in the last 2 months i have genned 56 different worlds and have yet to have ironbreaker armour. Anyways best of luck to the development team.

PS. still so excited for those minecarts

Edit: just as i finish posting about orks i find the 2012 orc mod. Just an idea but we should check with the maker to see if we could include it into this mod. (not as a replacement to the savage orks as they are their own thing, but as just plain old orks.)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 17, 2012, 10:22:47 am
As an added idea to regular orks, normal gobbos might also be included as a caste in this "regular greenskin" civ.


Anyway, anyone has any suggestions on how a chaos spawn should look like? How many arms, special attacks, etc?

EDIT: Also, what are the files with daemonic creatures in them? So far I've found only the horrors, nurgling and juggernaut.

EDIT 2: Here is a sample from a very basic form of daemonic possession:
Spoiler (click to show/hide)

EDIT 3: Just found out I forgot to remove certain tokens I added to the Night Goblins while testing. So they currently don't eat or drink. I'll upload a corrected version soon.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 17, 2012, 11:30:22 am
in the last 2 months i have genned 56 different worlds and have yet to have ironbreaker armour. Anyways best of luck to the development team.

i just re-checked it, my first gen has ironbreaker armors, just a thing, i downloaded the phoebus version to update the classic one and i've seen some duplicate errors in the bretonnian files, the only help i can give you is to check entity_dwarf_Karak and entity_dwarf_outpost to be sure that [ARMOR:ITEM_ARMOR_IRONBREAKER:COMMON]    is present in both
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Black_Legion on April 17, 2012, 12:14:38 pm
in the last 2 months i have genned 56 different worlds and have yet to have ironbreaker armour. Anyways best of luck to the development team.

i just re-checked it, my first gen has ironbreaker armors, just a thing, i downloaded the phoebus version to update the classic one and i've seen some duplicate errors in the bretonnian files, the only help i can give you is to check entity_dwarf_Karak and entity_dwarf_outpost to be sure that [ARMOR:ITEM_ARMOR_IRONBREAKER:COMMON]    is present in both

Because the way world gen works if you have more than one type of item (ex high boot vs. low boot, both are shoes) it will try to pick both but may drop one or the other. From my experience if you have more than 3 types of items for a specific body part it tends to have two but not the third in most cases. to fix this add ARMOR:ITEM_ARMOR_IRONBREAKER:FORCED. This will always ensure that the civ has that item. COMMON just means there is a greater chance for the civ to have access to that item.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 18, 2012, 05:26:37 am
anyone has any suggestions on how a chaos spawn should look like? How many arms, special attacks, etc?

try making a couple of spawns of different size, one with a breath attack while the other one has many latching attacks
, even better make one of them quadrupedal wit tusks and spined back
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Stronghammer on April 18, 2012, 08:16:08 am
ty
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 18, 2012, 12:15:59 pm
i'm adding the final touches to sea gold, i'm gonna release it soon..

EDIT: uhh i noticed someting strange, since when you could "c"ut ore and boulders in the jeweler workshop?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: nekronuke on April 18, 2012, 02:03:28 pm
this may be non-40k, but i'd still love to get 'nids.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Irracotto on April 18, 2012, 03:18:51 pm
After reading mrtspence's narrative, I knew I had to start a Chaos fortress. Funny, nearly the same thing happened to me, but instead of dragonfire (which came a little later), my reclaim came from a very unfortunate waterfall placed smack in the middle of my embark.

The forces of Chaos will not be defeated by such a mundane thing!

Well, actually they were. The story of my fort was just one giant Benny Hill plot, so I felt it would be cruel of me not to share.

Part One: Athodgithu, "Brasssins"

CHAOS POP COUNTER: 7

The miner I embarked with was quickly swept off while collecting some lumber from across the river. I then lost my carpenter the same way. When I decided to do something about it (WALLS FOR THE WALL GOD), my cultists insisted on building the far edge first, and I lost another of my little chaos lemmings before I noticed and suspend the far walls.

CHAOS POP COUNTER: 4 + 5 migrants (2 of them children) = 9

Well, then my Khornite Champion went ballistic, as the one that was just swept off was her hubby. She brained one of the children from my first migrant wave with one of my dining hall tables (which promptly broke).

She then started to complain that I didn't have enough tables in my hall.

Unfortunately for me, she was also the incursion leader (high speech skills, go figure), so when the father of the child went to her to complain about the death of his child, whom she killed, she flew into a rage and punched his arm clean off.

CHAOS POP COUNTER: 4 + 4.75 migrants (2 1 of them children) = 8.75

Oh goody, I thought, my first tantrum spiral! I usually play DF very, very safe, so this was new (and FUN) for me. I set my remaining cultists to work making slabs to engrave, so I didn't have crazy Chaos ghosts all over the place. That... would probably be when I realized that my only pick was swept off the waterfall. Oh, drat. Well, alright, I guess --

A Juggernaut of Khorne has appeared!

--balls.

Keeping in theme with Chaos, I made an above ground town/castle, rather than the Dwarfy death-trap pit I usually went with. I decided that traps were also very un-Chaos, so all I had was a little drawbridge. I gave the order, and instantly turtles, instructing my remaining (unhappy) cultists and warriors that they should turn to farming, at least until the big nasty stops wandering around my forests. Anyway --

Migrant wave number 2!

--seriously?

I winced as the Juggernaut wandered over to my five little migrants and... sniffed at them. He snorted, and promptly walked away.
Spoiler (click to show/hide)

CHAOS POP COUNTER: 4 (unhappy) + 4.75 (unhappy)migrants ( 1(unhappy)child) + 5 (slightly terrified)migrants (2 of them children) = 13.75

I lowered the bridge, unforbidded some of the Great Wall... and some spray knocked off one of the new migrants. You just can't get good help these days. I eventually walled everything off, and delt with some Dark Elf trading caravans. I bought a breeding pair of Juggernauts, and one Asur Dragon with a boatload of bone crafts my Khornite Champion-Incursion Leader-Hunter-Butcher-Bone Carver made.

That's when I noticed after flipping through my unit list that someone was drowning. Oh come on, I walled that off, so I looked and... it was the last migrant that was swept off...

...about three months ago.

Turns out he was a Champion of Slaanesh, and I didn't bother to check, seeing as how he ran VERY FAST to start building the wall, then fell off VERY FAST.

He was quite content. He talked to a loved one recently. He admired a nice waterfall lately. He was caught in the rain recently. (Really now?)

Spoiler (click to show/hide)

End of Part One.

(This was typed up in a little bit of a hurry, breaks between lectures and what all, I'll be coming back to fill in some missing names when I get back to my home computer)

Oh, yeah, this mod compilation has not only renewed my interest in DF, but actually got me over my fear of raw editing. Thank you for all your hard work!

(Edit: A few corrections for legibility)




Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 18, 2012, 04:05:35 pm
Well, then my Khornite Champion went ballistic, as the one that was just swept off was her hubby. She brained one of the children from my first migrant wave with one of my dining hall tables (which promptly broke).

She then started to complain that I didn't have enough tables in my hall.

*you hear a distant maniacal laugh coming from italy*
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Courtesy Arloban on April 18, 2012, 04:30:46 pm

Anyway, anyone has any suggestions on how a chaos spawn should look like? How many arms, special attacks, etc?

EDIT: Also, what are the files with daemonic creatures in them? So far I've found only the horrors, nurgling and juggernaut.


I think chaosspawn should be random, and by that I mean they should copy tags from a procedurally generated creature like a titan, forgotten beast, demon, or night creature.  then there hard materials could be changed by select_material to the same tag that makes gizzard stones random ANY_HARD_STONE, and their soft materials could be EVIL_CLOUD_1, and EVIL_RAIN_1.
Quote
try making a couple of spawns of different size, one with a breath attack while the other one has many latching attacks
, even better make one of them quadrupedal wit tusks and spined back

making multiple castes is good too, if you have a lot that are barely recognizable as the same creature, it can seem like it was just spit out of chaos.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Krantz86 on April 19, 2012, 02:37:50 am
i did some more tests i found some issues with Night goblins here the log:
Spoiler (click to show/hide)

i'm not sure if that's a serious issue, if it isn't i'll release the new version

EDIT: test results showed that dwarf throw insults at their foes while in combat, it was my first attempt with new interaction system, it doesn't seem to do anything except boast the player morale...
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
Post by: Teneb on April 19, 2012, 12:11:44 pm
I checked the RAWs and I have no idea what could cause the eyelid problem. I doubt it'll have an effect on the game unless you like to rip out eyelids in adventure mode.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Krantz86 on April 19, 2012, 02:44:04 pm
ok new version released, sadly i accidentally cancelled the update log so i have no idea on what i added.... sigh...
many small fixes/updates
added gem cuts to dwarves
added sea gold
added night goblins

EDIT: to avoid conflicts or diplicate error i have packed the whole Objects folder so you can simply swap it
EDIT2: the test fortress is going wonderfully, i've found a vein of sea gold at lvl5 and at lvl 70 meteoric ore the combination of Sea Gold Hammers and Elaborated Runic Axes is dreadful, at year 7 i faced about 6 sieges by goblins, dark elves and a kobold assault which surprised me with their skill to avoid traps and i got about 5 victims, right now i bought about 6 Asur Dragons and i'm trying to make them hatch, btw i bought the whole caravan with a sea gold jug, also i've sent an artifact to the king

the humble whip, a rock crystal scepter decorated with dark elf bone and pig bone, encircled with bands of oval cut yellow zircons, cedar cushion ametyst cabochons pine and oak. this object menaces with spikes of rock crystal

i tried to imagine the scene and the result was this:
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Teneb on April 19, 2012, 06:26:43 pm
That goblin siege was from vanilla goblins or the night ones?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Krantz86 on April 20, 2012, 03:11:55 am
vanilla goblins, o i should say common goblin


EDIT: buahaha.. i just restored the game and a dwarf used the leg of that executioner to  create a gabbro grudge tome decorated with dark elf bone and encircled with bands of emeralds and cut amethists, it's going in the great hall...
one thing: anyone knows dwarven hierarchy names? i know only thane, lord, king, highking
               
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Stronghammer on April 20, 2012, 07:34:24 am
dont forget long beard, and warden(position of defence and respect), oh and heir apparents. And a council of elders
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Gukag on April 20, 2012, 08:36:05 am
Dunno if this has been pointed out before, but with newer version Beastmen get negative thoughts from going shoeless, despite having hooves and not being able to use shoes.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Teneb on April 20, 2012, 10:24:47 am
I wish there was a way to remove such thoughts from certain creatures. I guess the savage orks are having the same problem due to their small selection of clothes. Unfortunately you'll have to generate positive thoughts to counter that.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Pokon on April 26, 2012, 04:51:17 pm
Heh, I was just going thru Tamurkhan and was wondering how to handle such lovelies as Bile Trolls and such (Toad Dragons seem fun, with there rotting breath and all). Just throw them into evil biomes, make them pets, ect? Give them syndromes that only the Nurgal-affiliated castes can shake off?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Krantz86 on April 30, 2012, 10:20:25 am
i'm officially asking for help, i really suck at syndrome-related stuff i tryed but i can't get 'em working correctly, so here the prob:

i've created warpstone veins and clusters but i need a poison/syndrome for the deadlier one

also i've created a special workshop, "the bugman's still" it allow distilling massive amounts of alchool from wheat and barley
using "Alchemy" skill, i've tested it and the dwarves will need extensive work to set one up but it will produce two variants of the finest nectar in the dwarven kingdoms the XXX and the XXXXXXXXXX

what i need to release it is a positive syndrome to add a season-long bonus to the drinker and a week-long positive syndrome to represent it's benefical effects
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Teneb on April 30, 2012, 10:54:13 am
What exactly do you want the effects to be?

If you check the daemonic possession interaction you'll see it includes a syndrome that (should) increase the target's strength.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Krantz86 on April 30, 2012, 11:11:56 am
What exactly do you want the effects to be?

If you check the daemonic possession interaction you'll see it includes a syndrome that (should) increase the target's strength.

something like adding temporary tokens, like NOEXERT or NOFEAR or enhanced skill learning rates(because fully boozed dwarves work better)

as i said i suck at poisons/elixirs the only thing i managed to do was shapeshifting potions which are useless right now
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Teneb on April 30, 2012, 04:15:28 pm
If you take a look at the interaction for possessions you'll see this (in bold):
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
         [CE_ADD_TAG:CRAZED:START:0]

This means it starts right away. You can add an END:X after that START:Y(if you want it to kick in after some time)/0(to start right away) (it should result in [CE_ADD_TAG:<TOKEN>:START:Y:END:X]) to determine when it ends. You'll have to do some testing to get the duration you want, but it shouldn't be too hard.

I hope that helps.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Krantz86 on May 01, 2012, 09:00:44 am
ive done the first try, i just hope that Zamnil's ghost won't start throwing tantrums...
for now the first level Hazkal aka young brew beer

Building:
Spoiler (click to show/hide)

Pseudo plant (resource):
Spoiler (click to show/hide)

finally the beer:
Spoiler (click to show/hide)
i'll probably change some stuff, right now you can produce 100 drinks with 6 units of cave wheat,4u of thick moss and 2u of refined fuel.
please everyone tell me what you think(expecially about the syndrome)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Teneb on May 01, 2012, 11:31:44 am
Don't dwarfs already have [TRANCES]?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Krantz86 on May 02, 2012, 04:26:32 am
yep, but i'm planning to add some recipes to standard buildings so any race can benefit from it(through trade),still, the bugman's brewery will offer a more efficent way to produce them.
try to imagine Urist McBrewer hidden in the still trying to produce his "emergency stock" of fine ale(Hazkal)

also, i just got struck by some interesting ideas, they are just notes for now but i'll start researching as soon i have some free time
3 shrines
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.4
Post by: Dunamisdeos on May 16, 2012, 03:52:03 pm
Is there a comprehensive description of the various creature this includes? For instance, lava trolls sound awesome. But they cost 1 embark point. Also, they sound like they may ignite everything.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: Krantz86 on May 22, 2012, 09:54:37 am
vesrion 1.3.5 got out, bugman's still added, also i've updated custom metal output to match the new drop rate
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: Dbuhos on May 27, 2012, 12:13:34 pm
:X Lovely.

I didn't see any Bloodletters in the raws so I decided to write them up.
Here it is.

Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: MiguelMO on May 28, 2012, 03:36:27 am
After finishing my finals I can continue with the sprites. I've done some night goblins:

(http://i1232.photobucket.com/albums/ff369/Mikhail92/ngoblins.png)

I have some doubts about the sprites: How do you make the background colour darker? The background colour in phoebus' sprites is the same colour I use with mine (some kind of grey), but phoebus' background colour looks darker ingame and I don't know why.

I also have some doubts about the mod: I've been playing with imperials, but I can't use bituminous coal nor lingnite in smelter to make coke. I also think that it would be a good idea (if it hasn't been added) to add a woorkshop to make planks from logs. Then we could get 2 or 4 pieces of building material with one single log. That would be very useful for bretonnians or imperials, who make fortresses above ground.

That's everything I wanted to ask.

Miguelmo
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: Krantz86 on May 29, 2012, 11:05:41 am
:X Lovely.

I didn't see any Bloodletters in the raws so I decided to write them up.
Here it is.

Spoiler (click to show/hide)

mmh.. very interesting, do you mind changing it a little? you could set it as intelligent to add it to the castes or if you're good with interactions make a possession spell..
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: maki32 on May 29, 2012, 12:17:56 pm
I didn't see before this mod and I'm very interested! When we can enjoy the release for 34.10? (I'm gonna try the last version, of course!!)


Thank you!

PD: And how can I play another race?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: Krantz86 on May 29, 2012, 01:42:13 pm
as far as i was able to test it the game is fully compatible with 34.10 (at least the classic version), i have no skill in graphics so i can't personally update the phoebus version.
if you want to use one of the races while choosing a place to set in embark and choosing a civ press tab the first rece in the neighboor list is your race, remember most of time one or two races get wiped out in long gens/small maps
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: Teneb on May 29, 2012, 01:58:34 pm
Actually, you'd need to add minecarts to the entity of all civs that are supposed to have them, otherwise I see no problems with it running in 0.34.10
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: SDood on May 31, 2012, 03:51:40 pm
Hey guys i'm back i have been busy and haven't played Dwarf Fortress in a while.I'll start modding again though progress will be slow for now,ill update the Phoebus version first and go from there.

And Krantz i see you have released the 1.3.5 update but the download link is still version 1.3.2 from March 6th,could you reupload it?
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: Krantz86 on June 01, 2012, 03:57:26 pm
you're right, i must have mistakely uploaded an older version (i keep them in memory)

FIXED
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: SDood on June 05, 2012, 05:45:47 pm
Hey guys with the new Dwarf Fortress 0.34.11 out im working on updates.
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: Teneb on June 05, 2012, 06:39:39 pm
Krantz, I'd like to let you know that the thread title has a typo, "Warhammer Total Coversion".
Title: Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.5
Post by: SDood on June 05, 2012, 07:33:13 pm
Okay i updated the Phoebus version to DF 0.34.11 and the Warhammer mod to 1.3.5 which includes Deathswords Night Goblins and Bloodletters by Dbuhos.Added in Minecarts and fixed bugs like The Empire not being able to make coal or coke.

Hey guys just an update on what i am working on. I am working on updating The Lizardmen mod again and get it out of alpha and into the mod, i also have included work from Dbhuhos' Warhammer - Valar Morghulis mod and i am mainly going to be playtesting and see what i need to fix.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Irracotto on June 06, 2012, 04:08:23 pm
Cheers all, real life managed to run me out of DF mode, but I'd still like to help with a bit of playtesting.

- Chaos

One major bug I found previously was that Female Khorne Champions were unreasonably common. I looked into the raws and it seemed that they were lacking [POP_RATIO: 1], which is applied to the rest of the Chaos Champions. I'm guessing that caused it to default to [POP_RATIO: 50] (The standard Male/Female caste ratio). Its present in both the new classic and Phoebus versions. I also checked the Chaos Crusaders - they're lacking the same [POP_RATIO: 1].

A couple of minor bugs hover around the Blue and Pink Horrors. Being semi-intelligent, they throw parties and have titles if bought from a caravan (think vanilla Trolls). They also cause some spam due to cancellations, but I don't remember off the top of my head what they were. I'll have to double check on that.

 
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: SDood on June 07, 2012, 05:39:00 pm
Cheers all, real life managed to run me out of DF mode, but I'd still like to help with a bit of playtesting.

- Chaos

One major bug I found previously was that Female Khorne Champions were unreasonably common. I looked into the raws and it seemed that they were lacking [POP_RATIO: 1], which is applied to the rest of the Chaos Champions. I'm guessing that caused it to default to [POP_RATIO: 50] (The standard Male/Female caste ratio). Its present in both the new classic and Phoebus versions. I also checked the Chaos Crusaders - they're lacking the same [POP_RATIO: 1].

A couple of minor bugs hover around the Blue and Pink Horrors. Being semi-intelligent, they throw parties and have titles if bought from a caravan (think vanilla Trolls). They also cause some spam due to cancellations, but I don't remember off the top of my head what they were. I'll have to double check on that.


Thank you Irracotto,bug reports are very helpful.I'll have that problem with Chaos sorted out in the next release.

I fixed another bug with Chaos Crusaders they didnt have the Intelligent tag which caused them not being able to speak.

Fixed most of the bugs that show up in the errorlog.


Also i have a question does anyone want me to remove animal men from the game or should we keep them?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Krantz86 on June 09, 2012, 10:13:01 am
i think that animal men reflect the "mutant infestation" of the old world, if you have the patience you could change their name and description
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Teneb on June 09, 2012, 10:21:44 am
We could make an alternate version that removes vanilla animal men.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: SDood on June 09, 2012, 12:02:11 pm
okay i'll leave them in, i wasn't really sure thanks for the feedback.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Krantz86 on June 12, 2012, 12:27:46 pm
hello guys i wanted to share what i'm working on now.
i'm working on minor updates, mainly fixing a ton of tile issues in the classic version

also i'd like to ask again if someone with syndrome/interaction skills want to help me with a couple of projects

PS: my house is experiencing catsplosion, i even have a kitten on the keyboard!
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Teneb on June 12, 2012, 12:33:54 pm
Depending on what exactly you are trying to do, I may be able to help.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Krantz86 on June 13, 2012, 01:50:32 am
here the first
Spoiler (click to show/hide)
i was thinking on the explosive syndrome-laced boulder system, but i never managed to get it working

also i need another one that turn a caste into another, to be more specific requires a "common dwarf" and turn it into a "trollslayer"
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: lignition on June 13, 2012, 08:39:55 am
here the first
Spoiler (click to show/hide)
i was thinking on the explosive syndrome-laced boulder system, but i never managed to get it working

also i need another one that turn a caste into another, to be more specific requires a "common dwarf" and turn it into a "trollslayer"

Also, I should be able to "upgrade" a trollslayer into a demonslayer for some large cost.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Kiberkiller on June 13, 2012, 10:12:32 am
Amazing mod! I am a big fan of W40k and Warhammer universes and this mod gives a completely new life to my favorite Adventure Mode.
Thank you for giving me the opportunity to wreck shit up as a Tzeentch Sorcerer and especially thanks for adding support for Phoebus tilesets.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Pokon on June 13, 2012, 01:32:27 pm
i think that animal men reflect the "mutant infestation" of the old world, if you have the patience you could change their name and description

You could make them a single common creature, appereing in packs, but with many different castes. So you would have tigerfolk appering alongside moosemen and the like, literaly armed with teeth.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: Teneb on June 13, 2012, 01:44:35 pm
Krantz, you'll have to use a syndrome-gas boulder. Check the ones in the goblin-to-troll reaction.

I do not know if it is possible to grant protection to lycantrophy/vampirism without making them immune to everything (removing them from general_poison class). It is however, possible to make a reaction that turns a regular dwarf into a trollslayer and a trollslayer into a daemonslayer. Assuming there are male and female slayers, you'll have to make it spawn two boulders, one with a syndrome that works only on male dwarfs, and one that works on female ones, in order to preserve gender.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.5
Post by: SDood on June 13, 2012, 05:37:15 pm
Okay guys i updated the Phoebus version to V1.3.6.

Major changes include the addition of an updated version of the Lizardmen Alpha 2 mod, and the addition of some of the work by Dbuhos' Warhammer - Valar Morghulis mod, which includes the Orc race and Eleven Demons of Chaos - Including Bloodthirster ; Keeper of Secrets ; Daemonnetes and more. Credits and Special thanks to Dbuhos' for letting me include his work.

I have also included a fairly accurate world gen of the Warhammer Old World map which i made using the Perfect World tool,along with two other custom world gens i made.

I have also fixed most of the bugs in the errorlog as well as the reported bugs and other misc bugs that i found.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: Krantz86 on June 26, 2012, 09:05:49 am
sorry guys for not being present for the mod lately, i live in north italy and with the recent earthqakes i got thrown out my house, i'll try to update as soon as i can (no guarantees)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: Urist McBeanie on June 26, 2012, 02:02:02 pm
No guarantees there will ever be an update? Or no guarantees that it will be soon?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: SDood on June 26, 2012, 09:54:38 pm
sorry guys for not being present for the mod lately, i live in north italy and with the recent earthqakes i got thrown out my house, i'll try to update as soon as i can (no guarantees)

That sucks Krantz glad your okay, good luck.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: Krantz86 on June 26, 2012, 10:55:20 pm


sorry guys for not being present for the mod lately, i live in north italy and with the recent earthqakes i got thrown out my house, i'll try to update as soon as i can (no guarantees)

That sucks Krantz glad your okay, good luck.

thanks, and yeah that sucks


No guarantees there will ever be an update? Or no guarantees that it will be soon?

i meant soon, i don't have access to a decent workstation for now so i can't test anything but i'll keep working

Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: SDood on September 24, 2012, 01:34:50 am
Hey everyone i have started to play DF again and have started to work on some new updates.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: Stronghammer on September 26, 2012, 07:17:50 am
Huzzah it lives. If it gets ported to the new version i can start testing again. Saddly my other material was lost when my old laptop (recently got a new one) went kaboom.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: SDood on September 27, 2012, 01:42:08 am
Huzzah it lives. If it gets ported to the new version i can start testing again. Saddly my other material was lost when my old laptop (recently got a new one) went kaboom.

Version 1.3.6 the Phoebus version is already at the latest version of Dwarf Fortress 0.34.11.

I am working on a heavily modded update that i plan to release soon. I'll make a new forum post for it and post the link here.

Also nice to see you again Stronghammer!
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: Stronghammer on September 27, 2012, 01:06:36 pm
So it is, Ill get right to work again testing. And nice to see you again SDood

edit: well i think i encountered a bug. The bugmans brewery creates Hazkal and bugmans ok, but for some reason the seeds it spits out are not recognized as seeds. I have a bag of thick moss spawn and cave wheat spawn, yet my farmers ignore it claiming that I have no seeds for those plants.

edit:nvm forgot it spammed that message when it was near the end of the growing season. Though while on the topic, i noticed that the hazkal has a beneficial syndrome yet the bugmans xxx has no benefit other than cost. So it would seem that I would want to leave it all as hazkal. Am I reading that right?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
Post by: mrtspence on October 07, 2012, 12:18:11 pm
Just recently got back into dwarf fortress and this is the first place I have stopped by. Glad to see this mod is still alive and kicking!
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.x
Post by: Krantz86 on November 28, 2012, 05:24:41 pm
hello guys, a long time has passed since i've played/modded WF, i've a new PC and i've spent the last month doing the craziest things to my pc (i literally ripped out an old HD to recover the disk and all my old data) so now i can start working on the mod again.

the bad news are that i've lost the old work notes and all the saved tutorials
the good news are that i'm open to suggestion and i'm willing to mod

really guys if you're still interested in the Warhammer Fortress mod post some suggestion on thing you'd like to see or get fixed
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: Pitchblende on November 28, 2012, 05:44:58 pm
Good to see this mod being revived.

Are you going to add the Chaos Dwarves?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: Funk on November 28, 2012, 06:42:58 pm
im thinking of doing a adventure mode add on for the forces of chaos, drawing heavy from the old realm of chaos and slave to darkness books.

Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: Krantz86 on November 29, 2012, 06:02:29 am
im thinking of doing a adventure mode add on for the forces of chaos, drawing heavy from the old realm of chaos and slave to darkness books.

interesting, do you have a project?
powers
gear
crafting..


my own projects so far:
Orc tribes - project status: 5% sketching phase
Spoiler (click to show/hide)
Dwarvish dwarves  - project status 110% - still lacking something
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: MiguelMO on November 30, 2012, 11:50:03 am
Nice, I'm glad that the mod is in development again. When I get some time I will remove the background of my sprites so it gets the colour of the phoebu's tileset background, which looks nicer.

About suggestions, the orc and ogre tribes sound really cool for me, but unfortunately I can't help you modding, I don't have enough knowledge. I also like the adventure mode addons.

Greetings

EDIT: Here is the sprite update. Link:http://www.mediafire.com/?m7ds521eai2btq1 (http://www.mediafire.com/?m7ds521eai2btq1)

And some examples, skavens (I've made new sprites) and night goblins:

(http://i1232.photobucket.com/albums/ff369/Mikhail92/Skavens-2.png)

(http://i1232.photobucket.com/albums/ff369/Mikhail92/ngoblins-1.png)

Any suggestion is welcome!


Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: SDood on December 12, 2012, 12:49:39 pm
Hey guys, its nice to see that Krantz is back! I took a break from DF for a couple months, i plan to start modding again soon. Version 1.3.7 is almost finished, i have cleaned up a lot of the files and fixed bugs and many other things i forgot. Updated Valar Morghulis by Dbuhos, which includes more realistic bodies and Ogre kingdoms.

Thanks for the new sprites MiguelMO.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: rex mortis on December 12, 2012, 07:38:26 pm
Version 3.25 seems to have female champions of Khorne missing their [POP_RATIO:1].
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: TastyMints on December 12, 2012, 10:47:40 pm
While we're making notes, I would like to say that the Beastman raws have the incorrect action verbs for claw:claws, all of the subraces are claws:claws, so it comes out "you claws Urist McDorf in the teeth." Beastmen claws also function identical to fists. I would recommend adding a small amount of penetration to Gor, Bestigor, and Centigor GRASP_STRIKE attacks, but I'm nobody. :-X Apologies if those are included in what you've already fixed. After playing with the raws for a bit it became clear to me claws could be added separately. If anyone would like the raws, let me know. I'm playing with them.

Oh and, in my personal opinion, chaos humans and crusaders get some pretty crazy skill bonuses, to the point of a handful of crusaders wiping the floor with almost everyone, including armed Beastmen and Orcs, especially on a 400+ year time scale. Some very, very skilled chaos folk around.

Oh and Beastmen can't use any form of hand protection. Pretty upsetting to have a Beastman adventurer lose a motor nerve or a whole hand to a peasant that got lucky with a boning knife, but that's primarily my fault for not working around the gauntlet reaction problem.

Upon further inspection, body sizes of the Chaos faction and Beastman faction are FUBAR. Chaos Warriors are somewhere around ten times the size of a dwarf, which seems very wrong. Beastmen hooves never heal in adventure mode. If you get a broken hoof you're done.

I've played with the beastmen somewhat. Below are the, in my opinion, rebalanced beastmen creature files and a new type of hoof for beastmen that will heal over time. Ungors are Similar in size and strength to humans but have more endurance. Gors are larger than Ungors, and similar in strength to dwarves, but larger so that much stronger, with a willpower bonus still. Bestigors are roughly three times larger than dwarves, are very mean, and have a talent for violence. However, their size and attribute ranges are somewhat more realistic now. ;D Centigors are very large, and very tough, watch out.

Oh and another thing, I changed their skin and eye color possibilities. Red, Scarlet, and Vermilion seemed a little redundant to me.

Spoiler: Beastmen Creature Raw (click to show/hide)
Please note: You do need both of these. They only work with eachother.

Sorry if it's presumptuous of me to show up out of the blue and play with other peoples' work. I'm wired, can't sleep, and need something productive to do.

Oh and by rebalanced, I mean they're balanced around dwarves, which appear to be similar to, if not the same as, vanilla dwarves. Beastmen make fierce opponents even without vast size advantages. Their claws and horns are deadly.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: TastyMints on December 14, 2012, 04:21:02 am
Apologies for the double post but I appear to have reached a text limit.


Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: Krantz86 on December 14, 2012, 05:25:39 pm
Hey guys, its nice to see that Krantz is back! I took a break from DF for a couple months, i plan to start modding again soon. Version 1.3.7 is almost finished, i have cleaned up a lot of the files and fixed bugs and many other things i forgot. Updated Valar Morghulis by Dbuhos, which includes more realistic bodies and Ogre kingdoms.

Thanks for the new sprites MiguelMO.

good, i'll wait for your version to release the classic version, sadly i don't have much free time but i'll try come up with new stuff.

EDIT: also i kinda disagree to beastmen forts or "visible enclaves" they would never tolerate civilized structures like forts or cities let alone build them...
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: TastyMints on December 14, 2012, 08:36:22 pm
EDIT: also i kinda disagree to beastmen forts or "visible enclaves" they would never tolerate civilized structures like forts or cities let alone build them...

Problem being Beastman adventurers don't have much access to armor or weapons befitting their race. A Beastman waltzing around in darksteel plate is a little silly yes?

Think of them as occupied human settlements. 8)

I'm interested in doing beastman cities after the next DF release. See if I can make tent poles that project leather walls for two squares when connected, or something. I could see Beastmen living in huts made of the skin and bones of their enemies. Maybe a workshop that can make bone and leather blocks?

A fortress of bones would be...impressive. Come to think of it, maybe not fortress. A temple. Maybe just an altar made of bones. I wonder if and how nomadism would work in the new release?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: SDood on December 16, 2012, 11:38:01 pm
Okay guys i released version 1.3.7 Phoebus version. Special thanks to TastyMints for his help with the Beastmen your help is much appreciated. I also resized the Chaos race and made their stats more reasonable.Thanks to MiguelMo for the new sprites and everyone's feedback. I also made many other changes to the mod including fixing bugs,changing the file structure and balancing issues.
 
Major additions include an updated version of the Valor Morghulis mod by Dbuhos which include The Ogre Kingdoms civilization,many new items and creatures and also his more realistic bodies mod.

I also "streamlined" some of the major races, made skaven one entity instead of four, made chaos one instead of two,and dwarf one instead of two. Since we have so many civilizations in the mod i found this change really helped in worldgen,though further worldgen tweaks and testing is needed.

I also changed which races are playable in Fortress mode, right now Beastmen,Brettonnia,Chaos,Ork Savages, and Dwarves are tagged as playable in fortress mode, with Dwarves being the most feature complete and most recommended race in fortress mode. I did this as a temporary solution to help with testing in fortress mode as it is much harder to balance a race to be playable in fortress mode. These races are also the most feature complete and tested in fortress mode with many of the other races being "vanilla" in fortress mode or unplayable. Again this is only a temp fix if you wish to play another race in fortress mode you can go into the raw folder and add a [CIV_CONTROLLABLE] tag to the entity file of the race of your choice.

Also for those having trouble generating new worlds try the new custom worldgens.

update here:
Spoiler (click to show/hide)

I hope everyone continues to work on this mod and contribute to bringing the Warhammer universe into DF.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: TastyMints on December 17, 2012, 02:21:39 am
I am very happy to be of help, and may go about adding lots of descriptors to Beastmen along with expanding on what I've already done with the raws. I'd like to find out what's causing the flag_with function to bug out when referencing the beastman's claw attacks and what claw/claws it is using, but I think that's just my unfamiliarity with the token system and, really, it's inconsequential. Claws work pretty much as I hoped they would, although I can't help but think I should drop Ungor claw penetration down to 50%.

Beastmen could use beards, different styles of hooves, horns, animal features, chaos tattoos, etc. I imagine a Gor with a Ram's head would have a Ram's hooves and horns, so I'll have to figure out how to link those together. Maybe something suitably vague like "the animal features of a ram" etc.

Oh and if anyone's wondering why the Beastmen have a few things set to PERSONAL_ISSUE that might otherwise slide in a Beastman community, when some things are set to the wrong values you can end up with a civilization of (I shit you not) blue jays. I think this has something to do with how the game regards pets over a long period of time. It is possible to have a Tiger Man as a Mayor in a Dwarf Fortress, after all.

Oh, and I am also somewhat interested in working on Chaos Dwarves as well, but I would like to hear what you all would expect from the faction first. For example: Chaos Dwarves are very few in number. A team of seven Chaos Dwarves wouldn't come without a metric ass-ton of orkoid slaves, technically speaking. Orkoids would do the fighting, the mining, all the labor. Goblins as slaves and a Night Goblin Caste that can hold a Manager position and migrate to your fort with slaves would make sense.

I just have to make sure they don't start interbreeding. :-\ Immigrants would also have to be rare, if they come at all. Maybe that could be how Chaos Dwarf gameplay differentiates itself? Survival mod: Don't lose your original seven, repopulate Chaos Dwarven kind! Maybe figure out a way for the entire society to enter a panic spiral if there's no dwarves capable of taking the Slave-master position. Renaming Manager to Slave Driver for sure.

Hi-ho indeed.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6 - resurrecting...
Post by: SDood on December 17, 2012, 02:54:54 pm
I am very happy to be of help, and may go about adding lots of descriptors to Beastmen along with expanding on what I've already done with the raws. I'd like to find out what's causing the flag_with function to bug out when referencing the beastman's claw attacks and what claw/claws it is using, but I think that's just my unfamiliarity with the token system and, really, it's inconsequential. Claws work pretty much as I hoped they would, although I can't help but think I should drop Ungor claw penetration down to 50%.

Beastmen could use beards, different styles of hooves, horns, animal features, chaos tattoos, etc. I imagine a Gor with a Ram's head would have a Ram's hooves and horns, so I'll have to figure out how to link those together. Maybe something suitably vague like "the animal features of a ram" etc.

Oh and if anyone's wondering why the Beastmen have a few things set to PERSONAL_ISSUE that might otherwise slide in a Beastman community, when some things are set to the wrong values you can end up with a civilization of (I shit you not) blue jays. I think this has something to do with how the game regards pets over a long period of time. It is possible to have a Tiger Man as a Mayor in a Dwarf Fortress, after all.

Oh, and I am also somewhat interested in working on Chaos Dwarves as well, but I would like to hear what you all would expect from the faction first. For example: Chaos Dwarves are very few in number. A team of seven Chaos Dwarves wouldn't come without a metric ass-ton of orkoid slaves, technically speaking. Orkoids would do the fighting, the mining, all the labor. Goblins as slaves and a Night Goblin Caste that can hold a Manager position and migrate to your fort with slaves would make sense.

I just have to make sure they don't start interbreeding. :-\ Immigrants would also have to be rare, if they come at all. Maybe that could be how Chaos Dwarf gameplay differentiates itself? Survival mod: Don't lose your original seven, repopulate Chaos Dwarven kind! Maybe figure out a way for the entire society to enter a panic spiral if there's no dwarves capable of taking the Slave-master position. Renaming Manager to Slave Driver for sure.

Hi-ho indeed.

Your further changes to the beastmen sound great. :) This is a community mod and we rely on others to help contribute.Thank you for all of your work and thoughts on the mod.

Chaos Dwarves are indeed tricky to mod in and to make playable in fortress mode. I hope you start to work on them that would be amazing!

Edit: I updated WARHAMMER: FORTRESS - Phoebus to 1.3.8. I fixed an issue with Demons of Chaos megabeasts not showing up in worldgen i also balanced some of the races with misc changes and bugfixes and i removed the Flora and Fauna mod.

update here:
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: SDood on December 24, 2012, 04:00:47 pm
Okay i released version 1.3.9 it is another bugfix and balance release. I fixed the graphic errors with Bretonnia and Skaven, graphics should work as intended now.

update here:
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: SDood on January 03, 2013, 11:52:31 am
I updated the mod to version 1.4.0. Major additions include the ancient undead army of the Tomb Kings. I made them with brains otherwise they are invulnerable killing machines,the only way to kill them is to destroy the brain, hacking off limbs will just piss them off (if they were capable of feeling anger). I also added in 9 more Demons of Chaos which include Beasts of Nurgle and Plaguebeasts.I included the DFHACK mod with the Phoebus version, it helps to improve FPS and fix bugs. I also updated the Classic version which is just the raws to version 1.4.0.

I'll remove the classic version once Krantz finishes his update.

Updates here

Phoebus:
Spoiler (click to show/hide)

Classic:
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: stormcry0 on January 03, 2013, 02:04:06 pm
Hi SDood, I downloaded the newest version of your mod, the 1.4.0 to test the wonderful ogres but when I went to advanced world gen all the types of world are square islands with a very chaotic composition, maybe you forgot about it and since the last time I edited the elevations, water, mountains, etc in the advaned parameters I destroyed the worldgen I hope you can update the mod with fitting advanced parameters :(

Thanks for all your work(And all the other guys) In this mod is just wonderful to see other warhammer fans anywhere i go
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: SDood on January 03, 2013, 05:01:51 pm
Hi SDood, I downloaded the newest version of your mod, the 1.4.0 to test the wonderful ogres but when I went to advanced world gen all the types of world are square islands with a very chaotic composition, maybe you forgot about it and since the last time I edited the elevations, water, mountains, etc in the advaned parameters I destroyed the worldgen I hope you can update the mod with fitting advanced parameters :(

Thanks for all your work(And all the other guys) In this mod is just wonderful to see other warhammer fans anywhere i go

Thanks, i removed two of the crappy worldgens that i forgot to remove before and added back in the default advanced world gens. Default world gen seems to work fine now depending on the settings.Reuploaded, its the same version number. If you would like you can post worldgens that you make, and i can put them in the Phoebus version, i must admit i am not very good at creating worldgens.Thanks for the feedback.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Stronghammer on January 18, 2013, 03:26:08 pm
You could always do what some other mods have done for the slave thing. I believe it involves turning a race into a pet of a sorts. This way you can then have the Chaos dwarves embark with its "metric ass-ton" of slaves. I believe the wiki has a little on the issue as well. Hope this little bit of point to find helps. I would absolutely LOVE to play as the chaos dwarfs. Ah I found it http://www.bay12forums.com/smf/index.php?topic=91442.0. If you create a caste of "Slaves" add pet to the female side of the caste and intelligent to the male, you get a breeding and useful group. However what will also happen is that they will breed with the dwarfs. So there is part of the equation but the interbreeding is still a problem. Huzzah i think I found a useful work around for the interbreeding thing. 1 create a SLAVE caste for the chaos dwarf race. 2 make the pop ratio 1. 3 make the pop ratio for chaos dwarfs 10000. 4 set your embark pop cap to 7. 8 profit. What this does is create your group of 7 chaos dwarf settlers. Then with the pop cap at 7 you will only be able to have babies no imigrants (other then the default 2 waves).  You then can order from the caravan any number of SLAVES because they are a pet of the civ. They can work and fight and equip like everyone else. So in conclusion you will have a small group of dwarfs that can embark with a metric ass-load of slaves, most likely never give birth to any slaves and allow you to purchase endless numbers of slaves. And as a plus the carvan now is vital for the chaos dwarfs because its their only source of fresh labour. Also a side effect is that you can butcher, eat and make things out of the slaves. So ya I think that should solve the hardest part of the chaos dwarfs.

I have tested this theory now and it works. I even got the game to make the slaves stronger and look differently, and to name them slaves. The only thing I need to work out is the possibility of having them have a different tile representing them. But besides that I already have a functioning fortress with a couple of Slave masters and many slaves kept working in the pits below.
cheers
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Asra on February 02, 2013, 04:15:49 am
Do you think you'll be able to work in the Chaos Dwarf sorcerers slowing down and eventually turning into statues?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: psychomantits on February 03, 2013, 04:40:01 am
Just got my dwarf camp destroyed by dark elf ambush - totally forgot how fun this mod was.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: stormcry0 on February 06, 2013, 01:37:36 am
Uuhhmm, I'm wondering, why can't I play in fortress mode as skaven?

even more, I just spent like 30 minutes making like 20 worlds with only a handful of races (including skaven) And they don't even appear in the map.... Am I getting blind? It is just me and my raws? I took a look at the raws and the skaven suddenly losed all they social stratification and are only CIV_CONTROLLABLE, but I clearly remember I had a skaven fortress in the previous version

I just love the idea of having a world with only-> empire, dwarf, chaos, Delf, Welf, orcs and SKAVEN, please help, I want my filthy rattatas  :'(

Edit: OH GOD-EMPEROR!, Delf and norse too?! o_o I'm about to cry, but is 1:39 in the morning and I'm too sleepy to cry...
Edit2: I must say I'm using the phoebus version (1.40)... The one I played with norse, Delf and the like in fortress mode was in 1.38 if I'm not mistaken
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Lostsoul on February 06, 2013, 02:40:04 pm
Great mod, having fun time while building above ground bretonnian town, after my chaos fortress got flooded by magma.

I think bretonnian nobles got too big xp bonus, whit two first migration wave every noble that arrived got legendary skill. And I though it was peasents who use their time in forge and farming.

Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Stronghammer on February 06, 2013, 04:25:13 pm
Stormcry0: You need to use the slider for number of unique civs and increase it. The problem you are having is that certain races are crowded out because they have similar starting locations. If you make a large world and increase number of unique civs then you should have your rats. I came upon this problem with my dwarfs being crowded out by the filthy rats. Hope that helps
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Stronghammer on February 07, 2013, 07:49:22 pm
Im trying to think of what other buildings could be used to fill more machinery for the dwarfs. I was reading the Dwarfs Omnibus by Nick and Gav and all the imagery of machinery, water wheels, and founderies got me thinking that the dwarfs needed more. (of course im thinking of the dwarfs as i love them the most)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Stronghammer on February 14, 2013, 12:37:15 pm
Well I have added more industry into my dwarfs and its added a new level of enjoyment for me. However I have noticed that the Druchi are WAY to aggresive. I was ambushed in my first winter, then again in spring, and then again in summer, and then was sieged in my second winter. Do to the high levels of harassment and sheer number of ranged Druchii my fort was able to get to 20 dwarfs before quickly falling to the endless battles to 6. I might hazard a suggestion that the requirements for attack to be raised as I had barely been able to finish crafting weapons for my clan, let alone any forms of defence. (I had already built 6 cage traps, however even with mulitple reloads I was unable to deal with the endless horde.)

Edit: I am going to check in on the rats raws in my game and see what needs to be changed for them or improved.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: psychomantits on February 16, 2013, 08:56:44 am
oh yeah
Code: (entity_DARK_ELVES.txt) [Select]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
makes them trade each season too
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Stronghammer on February 16, 2013, 01:24:16 pm
lol, by Grimnir's tattooed arse any fort would be quickly over run by that. Definitely changing that in mine.

Edit: Success for Karak Egul. They came in the dead of winter cloaked in shadow and hidden by the snow. They approached quietly in formation towards the open gate of the unprepared Dawi. The leader signaled the group to come to a halt, so that they might hear anyone approaching. The lead Druchii had an arrogant smirk upon his face, at the realization that once again they would catch the short bastards umnaware. Just last year Elan and his ambush party had taken another group of dwarfs by surprise. The leader almost chuckled at the stupidity of this race. These dwarfs had embarked even closer to the Druchii lands, in search of more ores and riches. In fact this group was said to be even lead by the same dwarf who lost the last group. This would be an easy slaughter. With a wave of his hand the group advanced forwards. Everything was going according to plan until the group got within a few feet of the gates.

Suddenly with a click and a snap seven cages sprang up and captured the forwards scouts. The leader swore under his breath at being tricked so easily. He waved the second group forward, determined to show these dwarfs their inferioirity. However that is when everything went to hell. The second group charged forward their anger boiling over from the imprisonment of their fellows. Suddenly and runic stones burst from the walls and ceilings the crush heads and breaking limbs. The stones where covered in grudges and curses brought from the last fort and being used to crush the Druchii. The Druchii all began to flee trying to escape the tunnel of death, no longer confident in their victory. This was when the ground opened in the side of the cliff face and eight iron plated Dawi burst forth. No inch of the dwarfs could be seen beneath the plates of metal, which were all covered in runes. The dwarfs swept forward a tide of death cutting down any who tried to flee. The leader of the raiders had almost gotten out of range of the dwarfs when one sprang across the river and brought him down with its armoured weight. The leader looked up at the iron visage of the dwarf a questioning look on his face. "But how?" The leader's last sight was that of a runic axe sweeping down for his head.

So ya I sped to get iron and runic weapons up before the druchii came. It went brilliantly though i could never harm them through their Dark metal or whatever armour.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Krantz86 on March 03, 2013, 10:10:01 am
E.P.I.C.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Stronghammer on March 03, 2013, 02:36:23 pm
Hehehehe thanks I try. Sorry for all the spelling mistakes, I made that post while half asleep and with a fair amount of imbibed Cider. Anyways have to say, now that I have the iron and runic weapons/armours up the sieges and ambushes are not so bad. Though they do come frequently (never got around to changing the active seasons as it results in bad as fights.).
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.8 - resurrecting...
Post by: Krantz86 on March 04, 2013, 02:22:35 pm
just remember that each rune level dramatically improve weapons/armors

anyway i'd like to say that i'll release new version soon but i can't actually find 10 spare minutes those days, but i can promise that i'll keep supporting the mod updating links and main page till i manage to resume working on it

Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.9
Post by: Stronghammer on March 04, 2013, 03:01:47 pm
oh also noticed I have meteoric iron and coal and fuel yet the make gromril from the metal does not work.
Regards
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.9
Post by: stormcry0 on March 05, 2013, 04:46:18 pm
hello, well, I kept testing why I wasn't able even to see skaven in legends and when I took out all the other races that spawn in mountain (dwarf, norsca and Ngoblins) The games crahses every time I started to generate a new world, in basic world generation and advance aswell, then I put back the other races and the world generation worked just fine, making new worlds without problems.

So my only conclusion is that the skaven raw is broken somehow and that's why it never shows when any other race can replace it.

A clever design it seem, but still I don't know what is wrong with skavens to crash the game.

praise this mod, praise Sigmar!
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.9
Post by: SDood on March 26, 2013, 01:08:12 pm
Hey guys i'm back with an update. I fixed the errors with the Dark Elves active seasons and increased the requirement for them to siege you, they are now a late fort threat like Chaos. I also tweaked some progress triggers for the other civilizations and some other minor tweaks including making the three custom worldgens more hospitable.

Special thanks to psychomantits and Stronghammer for their help!

WARHAMMER: FORTRESS - Phoebus updated to 1.4.1
Spoiler (click to show/hide)

WARHAMMER: FORTRESS - Classic updated to 1.4.1
Spoiler (click to show/hide)

And stormcry0 i am not having any problems with skaven raws or skaven in worldgen or legends, using Phoebus version 1.4.1.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on April 12, 2013, 07:44:01 pm
Thanks for the update im finally getting a chance to try it out.

Edit: Hey was wondering, is it possible to put a skill cap on certain skills for certain races? Like cap the skaven mining at proficient or what not? just curious as I am working on giving my skaven more flavour as right now they play like vanilla dwarfs
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on April 24, 2013, 10:30:00 pm
nudge for interest plus some interesting fluff.

The drums sounded in the second deeps of Karak Egul. In a great horde the vile green skins came. Hooting and hollering the vile force charged down an abandoned mine shaft towards the main mine complex. Drums and and crude bellowing echoed down the tunnel to the ears of the stout Ironbreaker guards. "Sound the alarm! Send for aid from the the upper complexes!" Bellow Thagri leader of the group of ironbreakers. One of the longbeards put lips to a goat horn and blew a long solemn note that shook the walls. Again and again he blew warning his fellow dwarfs of their plight. With the hold warned the small group of ironbreakers had but one task left to them. Hold the green skins for the others to come.

"Right boys nothin gets by! FOR OATH AND HONOUR WE TAKE NO STEP BACK!" As Thagri bellowed the oath the tide of greenskins crashed through the small wooden door and fell upon the dwarfs. Iron swords clanged of gromril plates while runic axes carved off limbs. Tirelessly the dwarfs hacked at the coming horde. With every swing a goblin fell with a split skull or with its head far from its shoulders. Endlessly the 5 dwarfs fought, hacking left and right full filling many oaths and righting a seemingly endless list of grudges against the hold. None measured up to the legendary figure of Thagri. His armour and axe glowed with the light of runes and everywhere his axe swung a bright trail of death followed. He blocked one goblin's clumsy thrust with his shield and severed the goblin in two with the back stroke of his axe. Another goblin jumped from the horde to try and charge the dwarf. But the goblin bounced off as if he had hit a wall. It never came out of its daze for Thagri severed its head. The dead piled high around the dwarfs yet there seemed to be no end to the horde. It was to be a glorious death for them indeed. Yet just as Thagri chopped the last gobbo in front of him he saw his end. Out of the shadows flew six arrows fast and true. He took one in the shield, two clanged off his gromril plate, yet the last three found their way in. One struck his throat through the mail gorget, while the remaining two struck him in the face. In outrage Thagri bellowed at the filth and clove another two greenskins who ventured to close. Yet the steam had finally left his boiler and he was struck down by a spear wielding goblin from behind.

As Thagri fell the last sounds he heard was the blowing of a great horn. The upper hold was under attack....no aid was coming. Two more had fallen in the group leaving two longbeards back to back fighting off the horde. "HOLD THEM BACK! NONE MAY PASS!" screamed the Hraggi of the Gemchipper clan as he gutted a goblin in front of him. "This will not be the day were a Gemchipper need tell a Copperhand dwarf his duty." Came the bellowed reply of Throdin at his back. With a cry of outrage the two dwarfs charged head long in to the horde to kill their foes and meet their doom.


Ya I finally lost my hod to the combined attack of goblins and drow. They both sieged and brought an ass load of guys. It took my computer two hours to do the whole fight. This was just one of the fights i got to witness in the lower depths of the hold. Hope you guys enjoy. I might write the Thanes end if you want.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Pokon on April 25, 2013, 02:50:34 pm
Trying to turn your fort into a iconic area fitting for a chaos god is quite fun. Nurgal does love you~
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on April 25, 2013, 04:51:45 pm
I do so enjoy it. Specially seeing the end death count for the years of attacks.

Well now I get the opportunity of founding a new hold for the glory of dwarf kind Karak Dharkhangron, the hold of the dark deeps. Lets see if this one lasts longer than Karak Egul.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: OmegaShadowcry on April 28, 2013, 07:33:45 pm
This is going to be awesome when all of the features are in place, not that it Isn't already pretty freaking awesome. Are the Chaos Gods planned at all?

And now for the part where I yell...
BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE!
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on May 06, 2013, 03:55:07 pm
Im trying out the Bretonians for the first time and got two knights right off the bat. This should be fun. Wooden castle here I come.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: abrightdark on May 08, 2013, 08:50:43 pm
Hello I just downloaded the mod today aha after reading through decided that I wanted to play as a Norse in adventure mode which is lots of fun, was wondering if it's possible to play as Norse in fortress mode though as every world I try doesn't seem to have them selectable from the CIV tab while embarking. Am I just getting unlucky or are they unplayable in fortress mode? :D

Awesome mod btw great work everyone involved.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on May 09, 2013, 08:53:47 am
As far as I know, as of right now the norse are unplayable. You can just check by going into the raws and seeing if the controllable civ tag is at the beginning
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: abrightdark on May 09, 2013, 10:10:03 am
Thank you very much, aha didn't realize it was so easy to check. xD still very new to DF, thanks again.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on May 09, 2013, 02:18:28 pm
Not a problem. I am always happy to answer questions because i got my info from others answering my questions
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Lostsoul on May 14, 2013, 09:12:59 am
I think bretonnian nobles should be nerfed. They got allready legendary skill when they move to my fortress. Theres no point, that you get so skilled workers so early.

But yeah, awsome mod anyway.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Pokon on May 14, 2013, 03:08:21 pm
I think bretonnian nobles should be nerfed. They got allready legendary skill when they move to my fortress. Theres no point, that you get so skilled workers so early.

Well, they are pretty uncommon, and they are the only educated people in the country besides the knights, and there entire purpose is to kill things with fancy weapons.

Realating to this, I started up a Bret fort and got six worthless commoners and a Grail Knight. I do belive the game is telling me something.:P

Also, for modding suggestions, are Rhinoxen in? Any plans for Slaughterbrutes and Vortex beasts?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: SDood on May 18, 2013, 07:21:23 pm
I think bretonnian nobles should be nerfed. They got allready legendary skill when they move to my fortress. Theres no point, that you get so skilled workers so early.

Well, they are pretty uncommon, and they are the only educated people in the country besides the knights, and there entire purpose is to kill things with fancy weapons.

Realating to this, I started up a Bret fort and got six worthless commoners and a Grail Knight. I do belive the game is telling me something.:P

Also, for modding suggestions, are Rhinoxen in? Any plans for Slaughterbrutes and Vortex beasts?

Yeah i can look into nerfing the nobles so they do not learn ALL skills so fast and just select ones, Since nobles would not be common workers anyway. I am planning on adding Slaughterbrutes and Vortex beasts along with the rest of the Chaos units.Good call on the Rhinox i overlooked those i'll plan on adding those as well.

As for updates i haven't worked on anything new since the last version, i may start making some new creatures and other updates while i wait for the new Dwarf Fortress update and plan on converting everything over and updating it to the new version of Dwarf Fortress at some point.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on July 25, 2013, 08:45:45 am
Just died of laughter when in year one of my hold, suddenly all the corpses on the map began to rise up. Turns out tombking thieves will rez corpses. Epic
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Imperial Guardsman on July 25, 2013, 02:46:00 pm
is chaos playable?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on July 25, 2013, 07:30:15 pm
As far as I know they are.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Imperial Guardsman on July 25, 2013, 07:45:06 pm
WHY ARE ALL THE MAPS BEING REJEKTID
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Imperial Guardsman on July 25, 2013, 09:30:10 pm
Fixed, is there any way i can force servitors of chaos as playable?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on July 25, 2013, 11:14:47 pm
they are civ controllable. What you might need to do is increase the number of races spawning to get them. I just looked at the raws and confirmed that the entity_CHAOS is civ controllable. Are they at least showing up for you?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Imperial Guardsman on July 26, 2013, 07:52:14 am
Yes
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Imperial Guardsman on July 26, 2013, 07:58:59 am
Nope map rejection isnt fixed, how do i fix maps being rejected by the hundreds?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on July 26, 2013, 08:00:06 am
Which map creation method are you using? Also double check your entity_CHAOS file in the raws and see if it has the civ_controllable tag or what not. As I have been modding mine version quiet heavily.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Imperial Guardsman on July 26, 2013, 08:22:06 am
Im using both, create new generally rejects once and gives me a map only on medium size and below, and advanced paramters goes up to the hundreds. Also, GOT CHAOS
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Imperial Guardsman on July 26, 2013, 09:34:15 am
And now i cant load saves due to some shit glitch that causes it to go white screen and warhammer phobeus mod has stopped working.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on July 26, 2013, 01:09:28 pm
Wow you are having such problems, it would drive a man crazy. The only thing I could suggest is that using create new, increase unique entities and locations to max. I hope it works out for you.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: OverLORDY on August 07, 2013, 07:04:26 am
People, i may have a slight problem with this game. Actually its a big problem. First of all all types of new world creations get thousands of rejections when larger than 129 x 129. Second, Empire and some bunch of other civs are not playable which is really annoying. Can anyone help?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Urist McScoopbeard on August 07, 2013, 08:08:40 am
Im trying out the Bretonians for the first time and got two knights right off the bat. This should be fun. Wooden castle here I come.

I did this once, I decided to build the greatest fortress Bretonnia had ever known to defend a strategic pass. Long story short, trolls decided to give the inside of my mount pass fortress a new coat of red paint. Then, playing as the dwarves I reclaimed the pass and defended it with dwarven ingenuity, including pumps, a drainable moat that doesn't drain, and a second hidden entrance that breaks all the time and drowns people. Ironically, most of my dwarves live in a connected village in worse squalor then the bretonnian peasants ever did. Speaking of which, I managed to enslave the bretonnian ghosts to work the fields they once plowed in life.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Ikodije on August 10, 2013, 11:18:13 am
Hi guys im new here i wanted to ask a stupid question how do you pick which race you wanna play?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Suds Zimmerman on August 10, 2013, 11:22:20 am
Hi guys im new here i wanted to ask a stupid question how do you pick which race you wanna play?

I'm not too familiar with this mod, but, generally, you want to go into the entity files and make sure the entity you want to play has [CIV_CONTROLLABLE]

If multiple entities have that, you want to press tab on the embark screen until you get the choice to select your civ, and pick one of the relevant race. Hope this helps.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Ikodije on August 10, 2013, 11:39:45 am
Thanks
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: LordBaal on July 11, 2014, 11:00:19 am
Awesome
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: gauge632 on August 12, 2014, 09:11:52 am
ok, so every single time i try to gen a world, no matter what my settings are, it just rejects like mad, no idea why. can anyone help me?
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: SDood on February 22, 2015, 04:47:49 am
  Hey guy's sorry for not being around haven't been playing Dwarf Fortress again until recently. I uploaded Warhammer Fortress 1.5 which is updated to DF 0.40.24. I haven't created any new content i mainly just converted it into the new Dwarf Fortress. This version is based on the unreleased V1.4.2 which had a lot of bug fixing and optimization. I never released it because i was waiting until i added more creatures or what not and never got around to it. Consider this version a beta because i have not had a lot of time to playtest, and some creatures and reactions probably aren't working as intended. Just wanted to get it working and release it to continue work on it and see if anybody wants to contribute. I haven't got around to creating a standalone ASCII version yet so only a phoebus version for now.

  This is still a community made mod and any contributions people can make would really help in improving it. Thanks to everyone for the help and i hope we can continue to improve on this.

  Currently working on fully updating all creatures and races to the new Dwarf Fortress, i had to remove a lot of the personalities for the civilization races because they were redone so most will just be the default random. I need to go one by one and update all civs and creatures so they will be able to sweat, cry, spit, smell, apply new gaits, etc. I also need to update civ's to be able to take advantage of new features like being able to become mercenary's. Not sure when i'll be done i will try and concentrate on civilizations first.

Link for Warhammer Fortress 1.5:
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: LordBaal on February 22, 2015, 11:43:28 am
Excellent!
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Stronghammer on February 22, 2015, 06:48:47 pm
Most Excellent.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: SDood on March 02, 2015, 01:45:50 am
Good news everyone i fixed the worldgen issues default worldgen now works and i have added back in the default advanced worldgen's. I also updated all civilization races with the changes i mentioned in my previous post, i haven't gotten around to updating all the creatures with new the gaits, i'll try and do that for the next update.

1.5.1 update here:
Spoiler (click to show/hide)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: LordBaal on March 02, 2015, 08:19:39 am
Good news everyone
(http://media.tumblr.com/62c5bc36889db6d8bbbb0fd72d858a2a/tumblr_inline_n2fl9aU6YH1qbbbiz.png)
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: jboy on March 29, 2015, 09:09:05 am
Is there a reason why i can only brew mead at my still? i have other plants for brewing but im only given the option to make mead.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: vjmdhzgr on March 29, 2015, 02:23:58 pm
Is there a reason why i can only brew mead at my still? i have other plants for brewing but im only given the option to make mead.
In the most recent DF update brewing drinks was seperated to brew drinks from plants and brew drink from fruits and both reactions now need to be added to civilizations causing a lot of problems with updating civilizations from old versions. Unfortunately there's no way to fix this in an already generated world, and you'll need to generate a new one.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: jboy on March 30, 2015, 12:00:16 pm
Even when I create a new world it still only let's me grew mead. If you could tell me how to fix it I would have no problem creating a new world
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on March 30, 2015, 12:44:49 pm
Hi there, been a big fan of dwarf fortress for three years. also been a big fan of games workshop stuff since i was a kid. Just one question, how do select the races when starting a fort. Also how many of them are playable. cheers.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: vjmdhzgr on March 30, 2015, 05:17:24 pm
Even when I create a new world it still only let's me grew mead. If you could tell me how to fix it I would have no problem creating a new world
I'll be writing this assuming you have no knowledge of modding to make sure you can understand. First you'll want to go the Dwarf Fortress folder. From there open the folder called raw, and then the folder called objects. If you scroll down there will be several file names that start with "entity_" then have the name of one of the civilizations from this mod after it. You need to open the file of whichever civilization you want to edit, so any playable ones, I'm not sure which those are I haven't played this mod I've just downloaded it and looked at it. I just took a brief look now, and dwarves, elves, humans, goblins, and kobolds are all in entity_standard, and they all are correct already so you won't need to fix those. The next step is to copy the next two lines
   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]
as you'll need to paste them soon. Now you should be able to just paste those lines anywhere under the "[ENTITY:WHATEVER THE ENTITY NAME IS HERE]" line.If you want it to look neat and be in the same place as in the vanilla files you can look for the line [PERMITTED_REACTION:MAKE_WAX_CRAFTS] and the line [PERMITTED_REACTION:MAKE_MEAD] and paste it inbetween those, but that's not necessary. After that any new worlds you generate should allow the civ you pasted that line into to properly brew plants.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: vjmdhzgr on March 30, 2015, 05:25:10 pm
Hi there, been a big fan of dwarf fortress for three years. also been a big fan of games workshop stuff since i was a kid. Just one question, how do select the races when starting a fort. Also how many of them are playable. cheers.
To select race when starting a fort you need to be on the choose embark location screen and press tab. The first time should toggle that site information window to a neighbors window (if it doesn't try pressing tab a few more times I don't remember the exact amount, I just think it's one). On there the top race listed is the one you're currently about to embark as. To change it press tab a few more times until you get a list of names, all of which are names of different civilizations in the world. Use the - and + keys to change the civilization you're embarking as. However, on that screen you can't see what race that civilization is, so you'll need to press tab until you get back to the neighbors screen and check there. Repeat this process going through the list of civilizations until you find one you want. As I said in my previous post I haven't played this mod, just looked at its raws, but from the looks of it all races are playable, but I don't know how feature-complete they'll be. Some might be pretty much completely unplayable even though you're able to embark with them, but it would be difficult to figure out exactly what is missing from each one without trying them.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on March 31, 2015, 12:39:06 pm
Thank you for your help buddy. much appreciated. take care.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on April 03, 2015, 01:33:44 pm
I have to say this mod is very cool. it would be amazing if this ever got updated to 2.4.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on April 11, 2015, 05:53:51 pm
Are there no WARHAMMER fans, who have modding skills and want to upgrade this mod, possibly even improve and expand it? with the creator's permission though, of course.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on April 16, 2015, 08:14:22 pm
If i had any skill at modding, i would try and make this mod myself.SIGH.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: smakemupagus on April 16, 2015, 11:37:04 pm
If i had any skill at modding, i would try and make this mod myself.SIGH.

Noone knows how to mod until they start! 
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on April 17, 2015, 04:12:53 pm
I guess you are right buddy. ps, may i say that your 'Orc Fortress' mod for the Old masterwork fortress was a super awesome mod. I have had a lot of fun playing around with quite a few Orc fotresses and i love their overall theme. So i take my hat of to you sir.I am also looking forward to see how the orcs turn out for masterwork reborn (yayyyyyy). ps, the taiga orcs are very similar Warhammer orcs, being massive fans of fighting, conquering and raiding.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: smakemupagus on April 17, 2015, 08:48:36 pm
Oh, thanks!  i don't know too much about the fantasy part of WH universe, but I assume we have a lot of the same influences :)  If anyone is working on this mod they can feel free to borrow from Orc fortress of course.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Etherdrinker on April 21, 2015, 08:52:14 am
Long time ago, I tried to make an race based on the Necron army from 40k... was pretty overwhelming But I manage to do some stuff. Them I paused till the new version. But is pretty much a big effort to do it. And no one have patiente for explanations. Because my english is not pretty good.

I still have the files in my DF folder.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on April 21, 2015, 09:52:55 am
well nekrons are cool but this mod is for warhammer not warhammer 40,000. Considering dwarf fortress is fantasy based and warhammer is fantasy based. Making a wahammer mod makes a lot of sense. I just wish some one with the modding know how and a passion for warhammer would volunteer to update and improve this mod. ps, snakemupagus, thanks for giving permision to borrow stuff from your orc mood, maybe someone will use some of that stuff one day to enhance this mod.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on April 26, 2015, 08:50:09 am
I have noticed that Deathsword recently updated a 'elder scrolls' mod, which looks VERY COOL. i wonder if he could be persuaded to update this warhammer mod, to 4.24.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on April 30, 2015, 04:31:54 pm
Are there still no warhammer fans with modding skills who want to update this mod? it seems a shame considering the warhammer has a nice fantasy mythology and lots of interesting races. skaven, chaos dwarfs, dark eleves, orcs, beastmen, multiple human factions, goblins, and loads of other factions. This mod could be so fricking awesome if it was updated and improved.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: vjmdhzgr on April 30, 2015, 05:07:38 pm
Are there still no warhammer fans with modding skills who want to update this mod? it seems a shame considering the warhammer has a nice fantasy mythology and lots of interesting races. skaven, chaos dwarfs, dark eleves, orcs, beastmen, multiple human factions, goblins, and loads of other factions. This mod could be so fricking awesome if it was updated and improved.
Alright, mcolombe, how about I tell you how to update the mod? I don't have much of an opinion of Warhammer, but updating from 34.11 to 40.24 should be pretty easy. First step is to copy the raw and data folders from the main dwarf fortress directory into a new version of Dwarf Fortress. The next thing is to search through the files in the objects folder in the raw folder, and compare them to the ones in a vanilla dwarf fortress, and if there's any files that contain basically the same thing, then just replace the old files with the new ones. I won't go to the next steps yet, I want to make sure you're okay with this and also it would be easier to solve potential problems if the instructions are given step by step.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on May 02, 2015, 03:17:11 pm
if i was being brutally honest i am literally completely braindead when it comes to modding. though thanks for for advice vjmdhzgr. take it easy buddy.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: Altivera on May 02, 2015, 09:43:24 pm
if i was being brutally honest i am literally completely braindead when it comes to modding. though thanks for for advice vjmdhzgr. take it easy buddy.
The mod was updated to 40.24 just look at the previous page
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on May 03, 2015, 05:29:33 am
ah maybe there has been confusion. i will start up a fort and see if it has all the 40.24 features. my apologies if i have made a mistake.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on May 03, 2015, 05:36:19 am
ah crikey, how daft can one man be. it is true, i should have just downloaded the latest version. it has been updated to version 40.24. MY BAD. Thanks for pointing that out Altivera. (runs away to hide under a rock as he is feeling foolish).
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: vjmdhzgr on May 03, 2015, 10:57:12 am
ah crikey, how daft can one man be. it is true, i should have just downloaded the latest version. it has been updated to version 40.24. MY BAD. Thanks for pointing that out Altivera. (runs away to hide under a rock as he is feeling foolish).
There is one thing that was missing from the update that I made a post on how to correct on the last page. I'm surprised I managed to forget making that post and didn't realize myself the mod was updated.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: mcolombe on May 03, 2015, 03:51:45 pm
Yes, when i started up a beastman fortress, i could not brew any booze buy, so i used the info you made aivailable and pasted a few things into the raws to fix that. thanks for the help with that.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: MiguelMO on October 02, 2018, 01:36:01 pm
Any plans to revive this mod? It would be pretty cool to continue the developement.
Title: Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
Post by: FantasticDorf on September 22, 2023, 12:59:11 pm
Don't mind me, im reminiscing about the times when the modding community worked together with purpose. Sorry if i've upset anybody with the necro.

Its interesting to mention that no less than 2 mods on the steam workshop for steam graphical v.50 already exist featuring warhammer lizardmen (in some iteration) at the top of the popularity list with some more races in the works by one of the content creator's, the game is so fundamentally different now i wonder how any of the old Warhammer mods would even run in the eccentric playstyles of each race on steam.

Of course much like the Long Night, you could play a upcycled and updated version of any edition of the warhammer mods in ascii mode still without the need for graphics.