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Messages - toasteroftoast

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1
DF Modding / Re: Warhammer Fantasy mod, take two
« on: September 26, 2017, 06:01:34 am »
Hooray! Best of luck with it, and looking forward to it immensely  :D

2
Mod Releases / Re: Warhammer Mod r15 (Working on it)
« on: January 31, 2017, 09:31:45 pm »
Hooray! So glad to see you are working on this amazing mod - will try to get some time to put up suggestions or whatnot.
Honestly though, looking over all the prospective additions in the new changelog, it's pretty impossible to think of much else to add. I remain astounded at how much has been achieved in this mod.
Very best of luck with it!

3
Mod Releases / Re: Warhammer Mod r15: Lost Glories
« on: December 26, 2016, 10:14:23 pm »
Thanks for the reply; I have absolutely no idea how you have achieved so much in dfhack. I had a scrounge through the files whilst trying to find a way to fix it myself, and it was just overwhelming.
All of this stuff aside, and regardless of where the mod goes in the future, I just wanted to let you know how much what you have achieved thus far has been appreciated.
I might have to tinker away a little and see if I can cobble something together for the squigs and the shroom farming - they are just such a great concept and so fun.
Good luck with your future endeavours; I will have to look into CK2 and see if much has been done in relation to Warhammer modding.

4
Mod Releases / Re: Warhammer Mod r15: Lost Glories
« on: December 26, 2016, 05:05:32 pm »
Hullo, thanks again for the work on the mod.
Just recently had some time free to play, and noticed a few problems with the Night Goblins.
They are missing the building permission for Stompin' Grounds, which was simple enough to add into their entry, but nothing whatsoever seems to be happening with both praying to Mork at the idol, and most especially the Beast Pens. I sink loads of shrooms into them to try and breed some eatin' squigs, or plain squigs, or anything at all, and no squigs are produced.
The poor gobbos just spend their days and nights at the workshops going like the clappers at it, but nothing happens.
What am I doing wrong with both of these buildings? Is it something simple I can repair at this end?
Thanks!

5
Mod Releases / Re: Warhammer Mod r15: Lost Glories
« on: October 03, 2016, 05:38:14 pm »
Fantastic to hear that you are still plowing away at this!
Looking forward to more goodies on the way. Thankye again for all your hard work on this amazing mod.

6
Mod Releases / Re: Warhammer Mod r13: Omelette du Fromage
« on: August 26, 2016, 06:16:19 pm »
Thanks for yet another update! Very appreciated - especially the pitchforks for my Halfling lynch mobs.

7
Mod Releases / Re: Warhammer Mod r12: A Grudge Stricken
« on: August 24, 2016, 06:43:37 pm »
Hooray for new versions, and for Halflings at last!
Thanks for all your continued work - fantastic mod.

8
Mod Releases / Re: Warhammer Mod r9: Such Savages
« on: July 05, 2016, 09:32:50 pm »
Thanks for that.
Reinstalled in 42.06 and no issues at all.
Just wondering with the Necromancers, and the Shrine of Nagash summoning Undead, what the units summoned are, and what sort of probability there is on the summon, etc?
I had a poke around in the raws, and tried altering the basic materials required for the summon from refined warpstone to just a simple corpse for the sake of speed of testing, but I cannot seem to get the shrine to summon anything no matter which way I attempt it, modified or not.
I was just looking for a way to simply reanimate any corpse, or part thereof, directly from the Shrine, and assembling a lurching assortment of dead things to lumber around the map.
Do forgive my lack of knowledge of the intricacies of your mod - my only experience modding so far is a variant of the Kobolds mod, which did not utilise Dfhack at all, just adjusting and creating raw files.

9
Mod Releases / Re: Warhammer Mod r9: Such Savages
« on: July 05, 2016, 06:14:13 am »
0.43...
Uh-oh, I'm probably doing my usual thing and not reading through install notes properly...
Everything else is working fine - I have played alot of Gnoblars and Necros and other races, and this is the first crash I have come across.
Apologies if I have made some daft mistake using 0.43?

10
Mod Releases / Re: Warhammer Mod r9: Such Savages
« on: July 04, 2016, 11:01:48 pm »
Hullo, still loving this mod to bits; unfortunately every time I use the Idol of Gork (and Mork) with the Night Goblins more than once my game crashes...
I understand that Gork (and Mork) can be fickle and unpredictable, but I am thinking their powers might not extend to terminating my game upon invocation?
Thanks very much for the continued updates - love the Gnoblars being playable!

11
Mod Releases / Re: Warhammer Mod r4: Get to da Choppa!
« on: April 24, 2016, 10:02:41 am »
Just wanted to say thankyou for all your work - brilliantly realised thus far.
I have only had time to play my all-time Warhammer favourites the Night Goblins so far, and they are hugely enjoyable, thanks to the inclusion of all the squigs, shrooms, fanatics and such.
It is quite amazing how many more playable civs you have already got in there, just going over the change notes. Cannot wait to try some of the others.
Really hope you are able to keep working on it, and thanks again!

12
Mod Releases / Re: [42.06] Kobold Kamp (now with 25% more kefir)
« on: April 08, 2016, 09:23:33 pm »
Quite true regarding the breaking the flavour thing. I did worry about that myself - I was just so damned tired of the little buggers chewing out of every trap before I could tame them.
I shall have to look into modding a little myself, and see if there is some little thing I can do to allow the kobolds to improve the quality of the traps just a little, once a certain rarer quality of stone/stone-metal is found on a map, and their kamp is progressed enough.
I was just quite taken with the idea of them trying to scrounge out an existence capturing and taming lots of little wild critters, and trading them to caravans in exchange for other bits and bobs.
But with the current gnawing frenzy that goes on, it is certainly a little tough; but I do realise that is indeed the point!
Many thanks again for your assistance, and for the kobolds - Strike the mud!

13
Mod Releases / Re: [42.06] Kobold Kamp (now with 25% more kefir)
« on: April 08, 2016, 08:49:40 pm »
Hullo, just wanted to say thanks for the  mod; and a quick question:
Would it be possible to enable the use of stone traps for the kobolds for catching/taming and trading caged creatures?
I am using the Modest Mod 'tame everything' module, but unfortunately so many things can chew through the wood traps, which led me to wonder if it would be possible to allow one of the workshops to make stone traps, like the carpenter can make wooden ones.
Do forgive me if I have simply overlooked the means to do this, as I am quite new to Dwarf Fortress.
Really enjoying the kobolds mod, though. Please keep it up!

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