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Messages - Furioso

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1
DF Modding / Re: Discworld Fortress
« on: April 26, 2010, 03:07:16 pm »
I think this is an awesome idea!
I'm happy to do playtesting, and I can also do a bit of coding.  I don't have a vast amount of time, but I'm a great fan of the books, and this deserves to be made  :D

2
DF Modding / Re: Caln Elcarië - Elcarin Fortress Mod - v0.1.0
« on: April 23, 2010, 07:38:35 am »
Thank you!
The humans won't be getting more castes per se, but they definitely need fleshing out.  The current civilisation, based on Cuzei, will get priests as well as some more distinctive clothes; I may add a new civ based on Uytai.
As for graphics... I may give it a go, but I'm not much of a pixel artist.  At the moment the focus is on more developed civilisations and more animals.  Later on I hope to redo the language files for elcari, flaids, and humans, which will add a bit of flavour.

3
DF Modding / Re: Community Mods and utilities list.
« on: April 22, 2010, 07:16:03 pm »
Could you please add my Caln Elcarië mod to the list?  It's in this topic: http://www.bay12forums.com/smf/index.php?topic=55205.0
Thanks  :)

4
DF Modding / Caln Elcarië - Elcarin Fortress Mod - v0.1.0
« on: April 22, 2010, 12:54:17 pm »
An unofficial mod based on Mark Rosenfelder's Almea.



Currently featuring 8 civilisations, 17 new plants, 20 new plant products, 9 new creatures, and 4 new materials.
Undergoing beta testing - new testers are always welcomed!



Found your elcarin outpost in the world of Almea.  Trade with the mountainhome and three friendly civilisations: the energetic humans, the eccentric flaids, and the wise ilii.  Defend your fortress against four all new enemies: rifters and icëlani from the forests, powerful reptilian ktuvoks from the swamps, and your twisted and evil cousins, the múrtani.

A completely overhauled farming system.  A wide range of new surface crops is available, producing seven new types of alcohol, five kinds of flour, two kinds of thread, and six other extracts - including tofu and tea leaves.

New Almean animals are available to capture and tame - notseh cows, nawr oxen, sammules, hwihwis, roas, and flauks.  New wild beasts include sea-monkeys, Almean seals, and ubir.

Four new metals are available based on real-world and Almean metallurgy - emur, bismuth pewter, white gold, and the very useful aluminum bronze.




5
DF Modding / Re: Custom civilisations causing DF to crash
« on: April 16, 2010, 06:28:26 am »
Ah, that was it!  I finally sorted out the duplicate language names and it works now.  Just started a fortress on a volcano and waiting for the rifters to turn up...

6
DF Modding / Re: Custom civilisations causing DF to crash
« on: April 15, 2010, 05:56:34 pm »
Thanks, Greiger.  I've now removed all of the visible errors, and they no longer show up on the error log.

But the crashing behaviour is still the same!  I tried again by generating a new region, and just as before, humans, rifter, ktuvok, and flaid settlements give crashes.
As before, I switched the mode of the site selection screen to Neighbours and managed to start a site on a flaidish town.  However, as soon as I loo(k)ed at a flaid, the whole thing crashed very suddenly.  This is vexing  ???

Whatever it is, it seems to be causing a fairly major problem, not just strange behaviour.  The program itself really doesn't like it.

7
DF Modding / Re: Custom civilisations causing DF to crash
« on: April 15, 2010, 04:28:45 pm »
Ah, thanks  :)

I had a look at the error log and it seems that there are quite a few errors.  Some of them are simple typos; some of them are more serious.  A few have been corrected (the rifters' fingers not being attached to anything).

Errors for flaids and ktuvoks are pretty apparent.  The problems with humans are still unclear, and the same for rifters.

Here's the text (duplicate errors removed) for the sake of completeness.

Spoiler (click to show/hide)

Deon: I have removed quite a few creatures, almost all of them subterranean.  However, this doesn't seem to explain why errors only appear in the settlements of four particular races.  The only plant that has been changed is the mangrove, which was simply renamed "threadwood", and that after the errors first appeared...

8
DF Modding / Custom civilisations causing DF to crash
« on: April 15, 2010, 06:17:41 am »
And here's the code for the civilisations.  (It's too long for the first post.)
Spoiler (click to show/hide)

Anyone have any idea of what's causing the issue and why it only affects certain civilisations?

9
DF Modding / Custom civilisations causing DF to crash
« on: April 15, 2010, 06:15:57 am »
I'm working on a large-scale mod with several new races - elcari and múrtani (modified dwarves), flaids (modified humans), icëlani (modified elves), ktuvoks (modified reptile men), rifters (modified tiger men), and iliu (original), as well as a slightly modified human civilisation.

The problem arises when starting a fortress.  On the site selection screen, I can see towns founded by all of these civilisations, but if I move the site box over some towns on the smallest-scale map (the one on the left) the game crashes with the message "dwarfort.exe has encountered a problem and needs to close."
However:
- This only happens for human, flaid, rifter, and ktuvok settlements.  Elcarin, múrtanin, icëlan, and ilian settlements are unaffected.
- The game does not crash if the site selection screen has been set to a mode other than viewing biomes.  However, once the dwarves appear at the site, the game will crash in the same manner if I try to loo(k) at a human, flaid, rifter, or ktuvok, or view the (u)nits screen.

Code for the creatures concerned:
Spoiler (click to show/hide)

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