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Messages - Dunmeris

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151
DF Modding / Re: Idea for community human race based mod.
« on: September 28, 2017, 08:16:43 pm »
This mod seems to crash pretty hard for me, many things are listed as missing.

Just made a quick update to (hopefully) fix the crashing. Try it out. If it still crashes, please tell me and preferably include an errorlog.

I'm assuming the problem is things I removed. See, this mod is basically just the human-related stuff from this big mod I've been working on, and I guess it might be a bit sloppy.

152
DF Modding / Re: All text shows up as animals
« on: August 06, 2017, 03:23:30 pm »
That's because DungeonSet is a TWBT set. You can fix it by either following the instructions or choosing a non-TWBT tileset.

153
DF Modding / Re: Trying to make a creature glow
« on: July 23, 2017, 10:42:20 pm »
[LIGHT_GEN] is the tag you're looking for. [GLOWTILE] and [GLOWCOLOR] just mean that it has some sort of sprite when obscured by darkness, and determine the tile and color used.

154
DF Modding / Re: Idea for community human race based mod.
« on: July 23, 2017, 03:32:08 pm »
Mini-update. Separated weapons/armor/clothing that I made from all others, to help alleviate confusion. Should be compatible (at least semi-compatible) with grimlocke right out of the box now. Also fixed some other bugs, including one that would've made most of the reactions I made in the last update unusable.

155
Mod Releases / Re: Goblinoids (and Orcs) Mod!
« on: July 23, 2017, 02:12:35 pm »
It looks good but the goblin sword isn't actually in the original grimlocke mod, so if they just use grimlocke then the swords won't be there and it will just cause errors.

156
DF Modding / Re: Idea for community human race based mod.
« on: July 19, 2017, 04:00:10 pm »
Ready or not, here I come with a new update

If anyone really hates the new currency system, please feel free to post saying as much.

Also, if there are any errors, please let me know. The errorlog should be empty. If it isn't then I probably forgot a file.

157
DF Modding / Re: Idea for community human race based mod.
« on: July 18, 2017, 05:58:41 pm »
Well, (split by spoilers due to tl;dr) each of the civs now have unique currency systems, rather than the generic [CURRENCY:COPPER:1], [CURRENCY:SILVER:5], and [CURRENCY:GOLD:15]. I may or may not have spent way too much time on it.

Demian/Rovalian/Wunondian Currency
Spoiler (click to show/hide)

Khadian/Sahvanian Currency
Spoiler (click to show/hide)

Kletrian Currency
Spoiler (click to show/hide)

Iceman Currency
Spoiler (click to show/hide)

Anyway, this also ties into the entertainment buildings, of which I've made several. Like I said, this update is (or was originally) primarily Kletrian themed, so they get a hippodrome (comes in basic or obelisked varieties) which can host both chariot races and jousts (though jousts are a foreign barbarian sport and semi-likely to cause unhappy thoughts to proud Kletrians), and a unique Kletrian theater, at which citizens can watch or perform plays (including certain types unique to the Kletrians). Note, however, that you can't choose what type of performance your citizes watches at a theatre - that's random, and there's a chance they may not like it, especially as Kletrians have high standards regarding entertainment. There's also a chance that there might not be a show at all, and they'll just waste their money watching nothing.

Anyway, there's also a basic wooden theater. Kletrians, Demians, Rovalians, and Wunondians get that.

Visiting a theater, or visiting a hippodrome, or visiting jousting grounds, now costs a bit of money (not very much though, especially for the Kletrians), so you're basically exchanging coins for (very probable) happy thoughts (and skill and a chance at winning more coins if you participate in a joust/chariot race).

You can also now convert beds to "brothel beds," at which citizens can either visit a prostitute (exchanging coins for a high chance of very happy thoughts at the cost of sin, the risk of catching a venereal disease, the slight risk of unhappy thoughts, and a slight mess), or prostitute themselves (gaining coin, but at the cost of sin, risk of venereal disease, high risk of fairly significant unhappy thoughts, and, again, a slight mess).

I haven't added theaters or brothels to Khadians or Sahvanians as I'm not knowledgeable enough about the precise details of theaters/plays/performances/brothels in the medieval Near East. They've been sort of neglected in general, so I'm thinking the next update will probably be Khadian- and/or Sahvanian-themed. I will probably add Khadian-exclusive coffee- and tea-houses, and Khadian/Sahvanian-exclusive puppetry theaters. The reason I haven't yet is because they're slightly anachronistic (especially in the case of the Sahvanians (who themselves are pretty anachronistic admittedly)) and I was more looking for something that would've been more high medieval (11th-13th Century or so).

158
DF Modding / Re: Idea for community human race based mod.
« on: July 18, 2017, 04:12:49 pm »
How do you feel about non-vanilla currency values? Because I've got a big update, but it includes changes to the currencies of the civs.

159
DF Modding / Re: Idea for community human race based mod.
« on: July 16, 2017, 02:47:18 pm »
Next update will be Kletrian themed. It should come in the next few days. Expect theaters, and maybe a hippodrome. Possibly some unique brick reactions, too.

160
What is this about crashing?

161
DF Modding / Re: Idea for community human race based mod.
« on: July 15, 2017, 07:25:19 pm »
Right, here it is. Same place as before.

162
DF Modding / Re: Idea for community human race based mod.
« on: July 15, 2017, 07:09:37 pm »
So what'd you think of it?

I just uploaded a new version. This one has the Demians, and updated graphics. The Demians aren't quite complete though, and there's probably a lot of refinements to make. Tell me if there are any screw-ups/bugs/terrible ideas.

Pretty good.

I'll be downloading the new version soon.

Thanks, I'm glad you like it. What's your favorite civ, would you say? Do you have any ideas of some things that should be added? I've been thinking about wattle and daub for the Rovalians/Wunondians/maybe Demians. I've also been trying to think of a religious building for the Khadians, or just some unique buildings in general besides the sun-drying workshop, but I can't think of much. Maybe a tea-house/coffee-house?

Also, I just uploaded a new version.

163
DF Modding / Re: Idea for community human race based mod.
« on: July 13, 2017, 07:46:04 pm »
So what'd you think of it?

I just uploaded a new version. This one has the Demians, and updated graphics. The Demians aren't quite complete though, and there's probably a lot of refinements to make. Tell me if there are any screw-ups/bugs/terrible ideas.

164
DF Modding / Re: Idea for community human race based mod.
« on: July 13, 2017, 10:49:54 am »
I actually remembered that I kind of forgot something. Interactions whose absence would've caused errors. I added those and re-uploaded the file. I also added the graphics.

Now, there are graphics for two civs that I didn't include the raws for: the Selesians, who are hilariously unfinished and might not be included since I don't know what their biomes should be or how to make them unique (they're basically South Slavs - think Bosniaks/Croats/Serbs/Bulgarians - I'm thinking maybe mountain-dwelling clans?), and the Demians, who are almost finished but have a really stupid name.

What are the Demians based on?

They're basically sort of like Medieval Italian/Adriatic merchant republics. Think Venice.

Their leadership is almost entirely site-based, their LAND_HOLDER positions are all just clergy sent by the Archbishop. They are "led" by a Duke who is chosen from among the Mayors of each city by the Senators (of which there are multiple types, some of which are [ELECTED]), but the Duke doesn't really have much more power than an individual mayor. Most of the central government is controlled by the senate, whose members can be appointed by basically any other important position, and usually appoints most of the important non-religious civ-level positions in turn. Each city (basically anything that has a market and a population of more than 50) has a senate of its own, which, likewise, does the majority of the actual ruling (or at least, as much as the Mayor; I intentionally made the system messy and ill-defined to try to cause Venetian-style cutthroat political intrigue and power struggles between the senators and the mayor/duke).

The graphics file for the Demians isn't completely finished because, to be completely honest, I don't want to do any more heraldry. It's tough to think of unique coats of arms for each military unit, and it gets really repetitive drawing them all. I mean it was fun at first but I just don't want to do it anymore. I might finish the Demian graphics at some point in the future (no promises though), unless someone else feels like doing it.

Oh, interesting! Also, finally taking a look at your mod. The Kletrians are making towns on the water....

Oh shit, I forgot to remove OCEAN_TEMPERATE from their start biomes. Whoops. Re-uploading...

165
DF Modding / Re: Idea for community human race based mod.
« on: July 13, 2017, 10:40:37 am »
I actually remembered that I kind of forgot something. Interactions whose absence would've caused errors. I added those and re-uploaded the file. I also added the graphics.

Now, there are graphics for two civs that I didn't include the raws for: the Selesians, who are hilariously unfinished and might not be included since I don't know what their biomes should be or how to make them unique (they're basically South Slavs - think Bosniaks/Croats/Serbs/Bulgarians - I'm thinking maybe mountain-dwelling clans?), and the Demians, who are almost finished but have a really stupid name.

What are the Demians based on?

They're basically sort of like Medieval Italian/Adriatic merchant republics. Think Venice.

Their leadership is almost entirely site-based, their LAND_HOLDER positions are all just clergy sent by the Archbishop. They are "led" by a Duke who is chosen from among the Mayors of each city by the Senators (of which there are multiple types, some of which are [ELECTED]), but the Duke doesn't really have much more power than an individual mayor. Most of the central government is controlled by the senate, whose members can be appointed by basically any other important position, and usually appoints most of the important non-religious civ-level positions in turn. Each city (basically anything that has a market and a population of more than 50) has a senate of its own, which, likewise, does the majority of the actual ruling (or at least, as much as the Mayor; I intentionally made the system messy and ill-defined to try to cause Venetian-style cutthroat political intrigue and power struggles between the senators and the mayor/duke).

The graphics file for the Demians isn't completely finished because, to be completely honest, I don't want to do any more heraldry. It's tough to think of unique coats of arms for each military unit, and it gets really repetitive drawing them all. I mean it was fun at first but I just don't want to do it anymore. I might finish the Demian graphics at some point in the future (no promises though), unless someone else feels like doing it.

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