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Topics - eddyg86

Pages: [1]
1
DF Suggestions / eatrocks
« on: May 24, 2011, 07:46:13 am »
ok, i see your faces, eat rocks, is he mad, it is ambition of our ancestors, yet it is still, not good for the end result is as crunchy as the beginning.

alright.

i got this idea as i was eating a candy. it had sugar crystals, presumably, but i was tasting salt, as it was a foreign licorice, which often have salt. however, what was in the licorice, if any of plant matter at all, was probably gum arabic or gelatin. the outside, when put under magnification were glucose and salt crystals.

well, dwarfs compact everything as a measure of disposing of large quantities of random objects, apparantly, and seemingly have errr recently mastered alchemy, hows about rock salt crushed up into a food item? what type of salt is edible? how bout magnesium powder? good for brain and bone, or a life saving preserver, food substitute. magnesium powder, yum.

how about, ah, i dont know of any other edible mineral types, yet i may be missing something obvious. feel free to discuss.

2
DF Modding / SIMPLER YET MORE UNIQUE MOD w.i.p
« on: February 07, 2011, 08:32:05 am »
if this is possible - i know it is - my previous mod 'Gunz & Warlords' has evolved into something an idea slightly different.

In order to preserve speed in world gen - and complications in gameplay; this mod attempts to change the following lists to have more simplicity ; less annoying duplicates and unneccesary too-similar resource or tools..
* Armor - actually more items ; or on par ; yet some simplications
* Weapons - more.. yet simpler more 'ambiguous' descriptions and classes of weaponary - firearm creation..
* smelter - new buildings - gunsmith&bombsmith.

* about 10 MORE civs... evil variations of stock humans dwarves and elves ; chaotic beastmen ; feral apemen ; feral native primitive people ; wizards ; orcs & direorcs & horrible twisted poisonous carapaced humanoids & .. dark elves underground.. dark dwarves also very underground.. many entities with different possible creatures used..   *the simplicity comes into that there are different tech levels and moral groups which have multiple creature types 'randomly' chosen for gen.
..
*simpler stone. More unmodern naming.. mithril is fairly prevalant.. adamant remains.. iron/copper/steel/lead/tin remain.. yet some items have gone ; some have been clumped together. new forge reactions.
* few new languages ; symbols ; words ; yet.. some things have been reappropriated or edited
* More diverse ' yet more generalized food and plant types. more yet less.

Anyone got any major suggestions? Will be released in 3 weeks with graphics.

3
DF Modding / custom arms
« on: February 01, 2011, 06:43:32 am »
how hard is it to make custom arms that say are effectively blades/axes?

what about.. can damage from a range? or is that impossible?

what about 1 arm or leg doing an attack yet not another? important? or just set the attack from no set location on the body map?

4
DF Modding / Gunz & Warlords mod
« on: January 31, 2011, 10:39:24 am »
after many weeks of distractions ; i have finalized the roughs of what types of weapons i would like to see. if one would like to add these to a mod or make a change... go forth ; i'm currently doing a mod w.i.p that'll be up for dl some point. I need help balancing the damages on the ammo cos the bludgeon ones suxor and perhaps the bullets own (not too much tho ; they can't pierce adamantium apparantly and are limited to being made of i think lead ; yet they'll blow the head off a monkey or humanoid naked.

This mod will have a few custom entities. If i have the 'Human' creature in a few different Entity titles (natives say/evil the other/decent sorts the other) - the same creature in multiple entity layouts ; will this conflict? it works fine in testing arena ; yet i would like these civs to gen with humans being one and the same just in different social circumstances ;

i observe that the game tends to let other characters wander into civs and become mates or members of the community - this will make perfect sense and be cool

This is the info if u want the raws or to look for 'boomstikz'

add these to 'item_weapons.txt or a custom weapon txt
Spoiler (click to show/hide)

add these to item_ammo.txt or a custom item_ammo .txt
Spoiler (click to show/hide)

a million bonus karmic universal goodness points to the someone who can perfect the damage on those ammo types

- nothing there is final -

much more arena testing is neccesary ; those values will provide decent effects on bullets - yet against adamantium ; a legion of master bullet(pierce) armed goonbags will not be able to scratch 1 goondah in full adamantium armor even without a shield - they can attack him 360 and they'll be more likely to shoot their own mates or something.

The Reactions. These may require a building in later dates - the line is removed requiring the 'gunsmith' and 'bombshop' perhaps to be present for the reactions to commence ; to add this i'd ave to post the custom building; i will only do so on request or look back in this post as someone helped me with the info on the how.
Add these to reaction_other.txt or to make your own, an empty txt file with [OBJECT:REACTION] in the heading. Same with weapons and ammo ; AMMO / WEAPON / ARMOR etc
Spoiler (click to show/hide)

Add this with the other reactions on or just above the noble and professional listings in any entity you would wish to be able to do the job (and have guns and ammo in worldgen i believe) ; entity_default.txt
Spoiler (click to show/hide)

That's it. With iron/and steel with the bomb weapons / gunpowder all that ; your dwarves or whoever else may dig up the goods and put together some mightier than usual crossbows.. the bombs and shot suxor tho.. what values ought i use? digs up for prize
thanks for the help everybody who does

5
DF Modding / MAKING HAIR TYPES
« on: January 03, 2011, 11:58:41 am »
anyone here got any time to help me create the hair and colour and skin settings for a race?

basically... it's a catch; i want the vanilla dwarves; exactly as they are as default; yet i want to turn OFF all kind of trimming/cutting/upkeep; in favour of entirely long hair, entirely long moustaches; entirely long beards; completely untrimmed or shaved; i suppose it doesn't matter if they do decorate their hair, yet this is for a Feral Dwarf subrace for a w.i.p mod.

thank you if anybody has any time to read this

6
DF Modding / Smelting recipe help: creation of firearms formula
« on: December 30, 2010, 02:23:02 pm »
okay;

for my current mod i have the desire to put in firearm weaponry; yet i want it to not be simple.

i have to write a formula for the smelter reaction; could anybody help me do so? any master reaction writers i can pm for help??

out of interests sake, the idea is;

put in a designated item made from wood or metal (a weapon entity; a fairly unworthwhile bludgeon device) called 'stock'; or 1-2 any metal/wood supply;
put in 1-3 more metal supply for the hypothetical barrel etc

for ammo;
1 lead; 1 iron & 1 Saltpeter provides; 340 ammo (considering how much other stuff can be made from 1 of any of those things, how small bullets can be)

simple enuf? or any suggestions?

7
DF Dwarf Mode Discussion / soo harddd findinnng map...
« on: July 17, 2009, 11:04:49 am »
besides dwarf heaven, which i've made 3 or so successful but boring attempts at colonising - and the few seeds around which had specific site locations with supposably good stuff (hfs/flux/magma/u.groundriver etc, i've had a hard time finding any decent site locations for a committed awesomefort.
And whenever i look for a site with the finder what's supposed to be HFS turns out to be too hidden for me to find, or perhaps not there and the icon was a mistake, or worse yet, it's actually a stupid bottomless pit

i've never had a fort that has lasted more than a few years, never been sieged more than once, and never found adamantine or hfs...even though i've been playing DF for 2 years now, i still havn't made a solid fort i've enjoyed or not regretted the embark, i'm just in love with the game conceptionally i suppose.

So i'm after a really nice location, with a specific site of awesomeness. magma/HFS/flux/undergroundriver/possible aboveground river are essential i think..... I also play with alot of mods (no changes to minerals or stones though, only items/civs/creatures i've made or edited) so i'd love to find a seed more assured to consistently turn up a site with such things.
If anyone has any ideas besides dwarf heaven or vague seeds with no site locations it would be really really helpful and restore my faith in DF
(....or else it'll just drive me insane with its vicious cycles of contrasting emotions (joy/boredom/frustration/construction/destruction/dorfs/elves/care/nocare) and failed but timeconsuming attempts at making a playable fort, and i'll be forced to join a monastery)

Cheers all
-eddy :)
Thank you.

8
with a silly name inspired by the death metal song on the radio atm, and in commemoration of the commencing of my Dwarf Fortress comic which is in creation and who's 'cover' artwork will be scanned soon and added to this post (i'm a beginning professional warhammer scale minature sculptor, under a company called Eureka Minatures (http://www.eurekamin.com.au/) and i've always wanted to make a fantasy comic) i present to thee, my fellow slaves - to:

the Hammer of Doom mod (name pending reevaluation)

Before i release it in it's first stages - I ask to thee, fellow slaves, that besides reading my 'done' list and giving it a thumbs up - if anyone has any cool additions or recommendations or even raw additions, give me a pm or just let us know below.

So FAR:

Dwarves remain rather the same. But besides crossbows, the Dwarves are mechanically enough savvy enough (a tom fool dwarf can make a cruddy bauxite mechanism, made by his brother who was drunk and blind from a spear sparring session, move a mountain a kilometer away if they have the will and aren't being busy not being somethings lunch etc etc) to have the knowhow enough to create a large assortment of particularly dwarvish Firearms and various interesting types of makeshift ammunition (or expensive stamped uniform master iron/steel standard ammunition round shots in the thousands, if they are opulent enough*);
: available to (D)warf, (O)rc, (E)lf, (H)igh Elf, (G)obbo, (K)obold, Hu(M)an so forth
So far
Standard flint Muskets (avaliable w/ musket (uses spear skill for melee and hurts) and not) (D,O,H,G,K,M)
Handcannons (w/ igniting & explosive & shrapnel shots) (ALL but Elf & High Elf)
Blunderbuss (w/ metal slug & shrapnel shots) (D,O,G (haha! fitting, it's a bitch).. oh and Humans.
Matchlock rifles w/ w/o bayonet, & matchlock pistols) w/ metal round shots (all but orcs n gobbos)

the following is (D)warf only, but humans will have it rarely, and the odd orc marksman may have one and 12 crap ammo for it - this is the dwarves pride and joy.
The Hammerlock Cannon:D
For it, are the Hammer(lock) shots, essentially massive projectiles or blundgeoning metal slugs that do nothing but hit the target, rarely penetrating, and sending massive bludgeon damage into those concerned. These bastards aren't cheap or easy to make, but i suppose the ammo isn't hard to make, and it's a great self esteem raiser for all training marksdwarves etc etc.

alongside it are flammable versions of hammerlock shots, but they aren't as common or as cool as sending 7 inch wide roughly rounded clumps of steel/iron/copper/fecking bone to send those naked orcish bastards down into an appropriately channelled hole of death by the bucketloads. Even if a Hammer round doesn't do much damage to a really tough beast or meganess etc, it can still send them flying down a pit of lava in one smart shot.

There are several, poncy elvish rifles and pistols too, but none of them have any exploding damage or go boom, and only one has a (rather fierce) bayonet adaption. You probably won't see anyone but elves with any of these.

Kobolds will have the odd stolen pistol or musket, and it'll probably encumber him beyond his petty little frame, and even the littlest pistol he'll have to use braced 2 handed.
Gobbos will have the odd musket or bayonet rifles, or they might get lucky and have a cruddy handcannon and some shrapnel shot, so watch it.

Orcs will come at you with crappy iron muskets, blunderbusses, and the odd handcannon., alongside all sorts of nasty weaponry, & they'll mostly be naked.(which is good, only lewt is smeltable or worth something, and is a frighteningly scale mental picture sometimes)

Onto that, the Orcs now worship greater powers like the goblin kin they share, and are avid crappy evil road/bridge/fortress/cave/ugliness and evil builders and generators. They run fast, usually have nothing on but a scrap of iron armor and a crude mask and sometimes a loincloth, and they run real fast. They are suckers for traps, still, but they feel no pain and suffer no fear, and are blindly stupid. But feeling no pain gives them rather extreme damage tolerance, and a not dead orc can keep on kicking til the north and the south are severed. Mostly, though, a line of musketeers will shred enough naked orc torsos and masks to put down most of them, and if you've got a spear you can impale them good.

They share a kin, Dire Orcs, who live in more extreme environments, and are even more naked, and never have any firearms, they run (even faster than normally) out of nowhere when you least expect them, and are ridiculously uneffected by the most mashing of trap layouts, and they just keep running til they have no legs/head or they're towering above you with a giant crude horrid bit of metal that roughly resembles a sword. Dire orcs are a power of their own, running amok and living amongst ruins and caves, or just pillaging and moving in on the most unexpecting of places. 20 of the bastards will cause you ruin if you aren't ready to accommodate such characters. They don't own much but the blade they stole when they were younger that hasn't broken yet. God knows what they eat.

High elves are the sophisticated, less superstitious and cosmically attuned Elf kin. The other elves are now forest elf kin, so you can hate one and not the other, or both, now. So we have high elven soldiers in elven scale mail with pretty shields and pikes and swift metal blades all movie lotr stylez, and silly conical hats etc, but with the inclusion of fancy pike muskets with fancy metalwork and frilly bits etc, and they'll live in big fortress cities in their forest and aren't too picky about shoving a spear down a tigers throat because its disturbing the peace. They'll build lovely roads and large walls and look nice a silver/blue etc. Good on them.

Their cousins remain large uneffected - but with the inclusion of cannabis(a large rejoice became over my fortress as when our first hydroponic system bound its first crop, and the standing soldiers and children were able to add this wonderful herb to their diet, I've yet to see a cannabis leaf as an inscription yet though, a few dwarves love it for its taste and relaxing properties, though) as a vital trade commodity it can be insured they remain largely in an inefficient stupor (i, for one remain a singular elf sympathizer on this board, it would seem)
But since everyone has guns and they still eat grass and make blades out of wood, they no longer harass anyone over tree cutting, perhaps ever since half their folk decided it was a much better to be badass and make oak tables and live in stone mansions, making them much viable sources of cannabis seeds and buyers of useless goblin clothes.
I'll give them credit in saying that they only worship sensible things like nature in its extreme divinity, and rivers and ancient forest elemental forces etc, and have excellent longbows and arrows that'll pierce a naked hobgoblin dead on his knees before he even sees the 30 elves having a teaparty under that tree.

Goblins and Orcs may worship the same Demon, leading them to fight you together (may have to be verified by more playtesting, though), or hang around the same arse vents of the world you create.

Kobolds remain out of sight, and only come to get children to eat etc. But one may have a musket and have worked out how to use it.

Heater Shields (D,O,Man, it's big and weights a ton and has lower and higher protect, it's perfect for gun fights.
Kite Shields (All but Kobolds) - better than bucklers, not as good as normal shields.

Other than that - Megabeasts have been given alot more damage block in order to combat the explosion of flash rifles going off in all directions, soo expect them all to be tougher, but only to the extent that they'll fuck you over til your guy with a hammerlock cannon runs in and gets in a good spot.

A few new Axes and swords for everyone. Longbows (i already said that), cannabis, plants amore, vicious elves with steel armor. Dire orcs that'll run in out of nowhere and fuck you over. Marksdwarves that'll save the day after half the mess has been done because they had to run and get some ammo. Awesome.

I'll eventually do a custom character set for Orcs, Dire Orcs and High elves, and get permission to release it with the ones i'm using atm til i am done, and i've got a custom tileset going but you can just use your own, but is there any major criticisms or recommendations or comments or wants/needs/etc/ before i release this as a zip? I'm doing this for YOU - this mod is kicking arse for me :D 

*also - any modders who could help me, if its possible, make it so ammo can be constructed out of metal only, and possibly have no gem additions? i'm sick of bone rounded shots exceptionally encrusted with peridot and showing the history of an elven revolution in the year 93 leadby one Elven mister wackabottom & their onslaught against the human kingdom of gonzo leading to a vicious defeat and victory by the humans, thank you very much. This addition would greately increase the realism of this mod before i release it. Thank you all.

p.s. nearly forgot : for Dwarves - Boom Axes (a large blunderbus styled handcannon sturdy enough to have an axehead built into it.. that's good.)

9
some recruit, who was a fishery worker from a recent immigrant wave, was 'possessed by unknown forces' - she stood around the barracks doing nothing but flashing 'and being possessed' and made no attempt to go claim a workshop or anything. i turned off her military status, and switched on all craft and hauling tasks, hoping she might move it, but she did nothing, and it said nothing about not having some item.

so.... she went beserk in the barracks and went up and straggled a fortress guard asleep next to his 4 mates - i quickly designated a steel chain to be placed but noone was on the job quick enough, so rather than ferry the dear to somewhere quite - my lovely dungeon, they just punched her, and i dare say some recruit might of walked in during the ordeal and hit her with an axe.

so she's my 59 (now 58) strong fortress's first casuality, and i doubt she had many friends because she was new.. but still.. she could of had a husband or be one of the mothers of the (thanks dwarfmanager!) many hard working kids of the fortress.

so.... how can i prevent this? is there a more precise way to know what she needs? i'm sure i went to the possessions and nickname screen and there was nothing. so she just got possessed, then went crazy and beat on a massive chainmail clad guard full of strawberry wine?

10
DF Modding / Help making cheating reactions (for the ebil)
« on: July 03, 2009, 11:56:35 pm »
yes...

sorry, i know it's cheap - but i must do it, for the good of .. my fort. yes. i'd also like to know just so i know, though.

can someone give me a cheating reaction formula for the two following things

Wooden SHOTS (ammo type for custom musket/blunderbus/dwarven blastworks mod) for use in the range

[ITEM_AMMO:ITEM_AMMO_SHOT]
[NAME:rounded shot:rounded shots]
[CLASS:SHOT]
is the info on the ammo.

using this formula base -
[REACTION:FREE_WHATEVER]
[NAME:free ITEM]
[SMELTER]
[PRODUCT:100:8:BARREL:NO_SUBTYPE:MATERIAL:WOOD]

what would i put in to get a wood or even bone stack of this type of custom ammo?

AND also - what would i put to simply get a STEEL MENACING SPIKE default item, or perhaps 10 ;P


thanks in advance - i hope someone can give me a hand here - the wiki doesn't say much about this topic in massive detail.

11
DF Gameplay Questions / Questions regarding traps
« on: July 03, 2009, 11:48:38 pm »
I have a corridor, the only entrance to my fort bar if you can fly - which is 3 tiles wide and about 30 long, perhaps.

i was planning to deck it out with weapon traps with 10 menacing spikes each along it - i can afford to if i am patient - assuming that 30x3x10spikes will put anything to it's demise, and make clean up easy as the tunnel is inside and there is enough marksmen on the pillboxes surrounding the outside of this tunnel of doom so it's pretty nice.

my question was - besides having to take out stuck bodies and reset weapon traps, is there any let down?

i would like to use spike traps as they don't get stuck etc - but then you need to use pressure pads.

in my experience - having a setup like this

P =pressure pad X=spike traps W=weapon trap

PXPXXW
PXPXXW
PXPXXW

that the goblin/kobold/orc/mammoth whatever would go straight over the pressure pads without seemingly setting off the trap, or having walked over to the next pressure pad & trap group before the first one has even gone off. if that makes sense - it sucks. i even set it, so all the Pressure pads were merchanised and joined to the next spike trap from it - like this

PX  <-this Pad is attached to both the trap next to it, and the trap next to the pressure pad below
PX  <-this Pad is attached to both all 3 traps
PX  <-this Pad is obviously the same but opposite as the topmost trap

I figured i'd spend the extra mechanisms to do this - as if a creature is moving north east etc, it will set off the spike trap when it goes over the Pad, but it will be on the square of the trap next to the Pad, with it not being set off and therefore the creature remains unharmed.

I hope that makes sense

But my question remains - why aren't my spike traps effective? should i bother tediously cross mechanising Pads and Spike traps like that? I could just use weapon traps and avoid the bother save for a bit of monkey bone harvesting & suicidal refuge hauler deaths now and then as a trade off.

thanks in advance

12
i can't seem to change the reserved barrels option in the stockpile screen. it just doesn't seem to have a key.

that's the problem - in old versions, the key has been / and * on the right hand keypad to change barrel reserves (same key's as i change to Z level up & down)

but with 40d11, and a new tileset i'm not used to (with accent's, so i don't know what's going on for alot of keys, you just learn around it) i can't seem to change the reserves.

the key's it has next to the option are unclear - and so far no options, with or without shift pressed, seem to be able to add reserve barrels. and i've scoured the key binding list and can't seem to find the suitable key anywhere.

can anyone help? thanks in advance - i don't know if i can make it any clearer what the problem is - i simply can't seem to find the key or binding option for the 'reserved barrels' option in the stockpile screen. thank you
-eddy

13
I have a 54 strong fortress going atm - with all things happy, but i'm running out of potash and forgot to build an early ashery - and with all barrels being used atm i can't build one.

i have 2 carpentry workshops - but even if they're both on Repeat build barrel - whenever the barrel(s) are built they're automatically 'dibbed' by someone to put all my excess beer and plants into.

how can i build an ashery with this happening? even if i buy a barrel at the trade depot, and in the next second after exiting the trade screen, with the game paused upon opening that same screen, it still says that i have no empty barrels.

is there anyway to make it so a dwarf can't use a barrel or something? i need potash!

thanks in advance

14
AH! Thank you for anyone who can give me any advice here.

My problem: 2 of my legendary craftsmen, One Madmud Owlwires or something, and another (presumably puncie) architect with a fancy room, have disappeared from my Military menu, and are unassignable to any squads, either for deactivation or anything, and henceforth, can't do any of their assigned labour.

This all started when there was an unexpected siege & I assigned all the craftdwarves to the military (with unarmed & no armor or shield set) to get them to all station and stay put in safer territory.
(this is sometimes a good strategy, although i discovered they sometimes leap into the fray due to being fearless warriors momentarily through being military assigned.)

When the siege was dealt with & there was no threat, I deactivated the military service and everyone went back to making expensive crap and not cleaning up after themselves.

I had 37 Dwarves counting several seasons now, including the 18 (Thanks Dtil) i had included in the initial setup. When i checked the screen after this brief emergency drill, i only counted 35.
Weird.
I was scared someone had died, so i freaked out and went through the (U)nit list to look for dwarven deaths, etc, etc. Noone dead. But i did notice that i was missing two of my original 18, and was annoyed, etc.

I was still assigning everyone beds at the time, and i noticed the 2 missing dwarves were still green (as in had no bedroom assigned) and could be assigned rooms. Weird. So they were still alive... just not on the military screen.

I forgot about it, reassigned a few jobs, and got on with cleaning up millions of marques monkey bits and goblin corpses and one day, sleeping in the military barracks near the depot, was The 2 missing dwarves, And when i (V)iewed them, they said "Soldier" and when i tried to go to (P)references and deactivate the squad or assign anything.... there was simply a black screen.

According to their thoughts they're as happy as larry, with not even patrol duty or any excitement mentioned. They just simply are no longer on the pay roll, and are content to walk around with picks and not use them, and eat and sleep like a regular layabout recruit.

It's really strange, and it'd be nice to get them working again.

So the problem is:

1) Recruited all my labourers of my 37 dwarves (only 14 are military i think)
2) Dealt with trouble
3) Deactivated military & got on with work - only had 35 dwarves according to ze status
4) two missing dwarven labourers are still recruited (but not on military form OR (u)nit list buut can still be assigned to rooms or whatever - just - don't exist - in any menu or anything.
5) when found on the map, the 2 dwarves have nothing in their preference menu besides the button that switches to thoughts/ownership/nicknames etc - and it says 'soldier' in their (G)eneral menu - and seem to do nothing but eat and sleep and walk around carrying a pick. And they have great moods and thoughts, due to them even having fancy rooms assigned under their names still (although they seem to sleep in the barracks a bit, maybe it's because they're squad assigned.)

It sucks. When i see the buggers hanging about drinking up all the booze and eating turtle cakes then passing out on the draft beds, all i can do is (v)iew it impotently... :(

Any ideas? Anyone heard of this before?

15
Hey my friends,

I've been wanting to get a mod working ever since i played MiddleEarth mod, which allows for multiple raced civilisations.

The objective of the mod, at this stage, is to get working Human, Orc & Dwarven civilisations all on the same map, and have each playable through the different 'civilisations'.

I need help (links to topics, or wiki, or what .txt files i will need to include etc), and thank you in advance, in the following areas;

* How to create a new creature called 'Orc' (and it's female and child equivelent) and make them friendly with alot of appropriate nasty friends like goblins, kobolds.

* How to designate the different 'civilisations' on the location choosing screen, to make Humans, Orcs & Dwarves.

* How to set starting equipment for each of these 'civs'

* How to set the tile symbol used for each 'civ' to make choosing between Orcs & Dwarves etc easier

* Or even better, if possible, how can i change the random names of civs that are generated, so instead of generating something each time, to set it to only use a single noun, such as "Orc"... To make it really easy to choose between them.

* Any thing i didn't think of in relation to adding new characters and civilisations.

It only has to be barebones, if i can get these 3 starting factions happening, and set a basic difference between them in what items they can take on deployment, then we'll add more factions and start adding more faction appropriate custom items etc.

Any help will be appreciated hugely, and credit will be given in the readme. :)

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