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Messages - Dunmeris

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46
Is there a way to have the music change depending on what civ you're playing?

47
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.3.8
« on: January 05, 2019, 07:32:03 pm »
!!UPDATE!!

Mostly bugfixes this time. There were apparently a lot of bugs that I somehow missed.

I also fixed up numerous positions (particularly for the Bremans and Agerans), and tried to make things run smoother.

Feral vampires now have an attack trigger, so they'll no longer just show up and slaughter your entire village before you've even seen your first merchant caravan.

I removed the Sun-Drying Workshop and all of its reactions, because it served no real purpose; even making clay bricks could be much more easily and better done at the Kiln.

I fixed the Thatchery reactions as well. They're actually useful now and not laughably terrible.

Oh, and graphics for the tropical civs have been fixed, so papermakers no longer look like elite warriors

This will probably be the last update for this version of Slaves of Raius, unless something pressing comes to my attention. Most likely, next time I post will be for the two alternate versions, Slaves of Raius: The Dark Age, and Slaves of Raius... I dunno, I still need to think a name for the other one.

Links in the OP always lead to the new version, but I'll still post direct links to the Standard and RAWs Only versions in this post, for sake of... convenience?

48
DF Modding / Re: What's going on in your modding?
« on: January 04, 2019, 11:24:16 pm »
EDIT: Nevermind, I seem to have figured it out. Apparently Fortress Mode just doesn't like loading near lakes.

49
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.2.8
« on: December 30, 2018, 11:26:41 pm »
Alright, so enough has been updated that I'm thinking I'll end up doing a new thread. Well, actually, I'll do two new threads.

What I'm thinking is one version of SoR will be set slightly earlier, during the dark age that followed the fall of Nimeria and during the following Sarvanian colonization; Sarvanians and Akhadians will mostly be the same as in this version (albeit with updates/fixes of course, possibly earlier weapons, and the Akhadians will be more pagan), but there'll be earlier versions of the Rovalians (as they would've been in the time of the Old Rovalian Empire), Vodish and Bremans (who will both be outright pagan tribesfolk), Demerians (much more Nimerian), and Agerans, and no Velaise (they came about later). The other will be set after the rise of the Akhadians; the Agerans, Demerians, Rovalians, Bremans, Velaise, and Vods will be the same as in this version (albeit with updates/fixes of course), but the Akhadians will be a series of sophisticated, genie-enslaving sultanates in the tropical biomes while the Sarvanians will have largely been driven into the desert and reduced to barbarism, their djinn allies now largely having either abandoned them or been enslaved by the Akhadians.

I'll also have some music sets (no soundsense thing, just alternate song_title and song_game versions) for each version of each civ, to mix and match as you like. I've got most of the music sets made, except for the Demerians. And also right now the Velaise and Bremans just use a generic Theodish set.

Does this sound like a good idea, or is this dumb and should I just do the mod as presented? Like I do admittedly have basically a full update well and ready.

EDIT: I'll go ahead and upload that, then do this... thing.
I think it's an interesting idea to have two seperate versions of the mod that are kind of like the same thing but at different times, but I think splitting the thread is a bad idea. At best it'll be slightly confusing, but along with that it's also likely that you'll have one version of the mod that gets less attention and falls down and then it's weird because there's another version, and you'll have people asking questions in one that should be in another. I will also say that I personally wouldn't make two seperate versions of the mod, but if it's what you want to do you can go ahead and do it. The only reason not to from a people other than you perspective is potential confusion, which I don't think would be too bad if you just keep it to one thread.

Good point. The only other thing is that I figure I should add a guide for things like buildings and reactions and I'm not sure it would fit in the OP.

50
Mod Releases / Re: Culture Shock: Suggestion/Idea Thread
« on: December 30, 2018, 10:48:14 pm »
And a slave market could work too... But how to make this work?


That's a good point, I've actually been trying to figure that out myself. With DFHack it's doable, though there's the difficulty of implementing it without either making it pointless or hilariously overpowered. But without DFHack? That's a good question.

51
Mod Releases / Re: Culture Shock: Suggestion/Idea Thread
« on: December 30, 2018, 10:38:26 pm »
I think implementing a currency system would be a good idea. Reactions that use different types of currency as reagents, and likewise ways to get currency (albeit probably with chance or risk). A market or bazaar would work, or just individual merchant stalls. Maybe a slave market?

52
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.2.8
« on: December 30, 2018, 09:49:17 pm »
Alright, both standard and raws only have been updated just in time for the New Year. RONH has been removed, as it is now obsolete due to one of the new changes.

Announcements changed. You know when you start a fort, or when you meet a diplomat, or really any text screen in Fortress Mode? They've all been changed. They no longer imply dwarfishness; you're playing as men, not dwarves.

Lots and lots of various bugfixes (that's the majority of it), a new building for the Akhadians and Sarvanians (the Riding Ground), a number of language and flavor updates, some price adjustments, Sand Elves are now playable, and Tigermen now have a priestly caste.

In addition, a few things have been removed. Namely, all those pointless heraldic surcoats that the game had to load. They're all gone; now there's just a generic Heraldic Surcoat, along with Heraldic Heater, Kite, and Round shields, thus making things smoother and easier, and making the RONH version obsolete (as mentioned earlier).

53
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.2.8
« on: December 30, 2018, 08:29:48 pm »
Alright, so enough has been updated that I'm thinking I'll end up doing a new thread. Well, actually, I'll do two new threads.

What I'm thinking is one version of SoR will be set slightly earlier, during the dark age that followed the fall of Nimeria and during the following Sarvanian colonization; Sarvanians and Akhadians will mostly be the same as in this version (albeit with updates/fixes of course, possibly earlier weapons, and the Akhadians will be more pagan), but there'll be earlier versions of the Rovalians (as they would've been in the time of the Old Rovalian Empire), Vodish and Bremans (who will both be outright pagan tribesfolk), Demerians (much more Nimerian), and Agerans, and no Velaise (they came about later). The other will be set after the rise of the Akhadians; the Agerans, Demerians, Rovalians, Bremans, Velaise, and Vods will be the same as in this version (albeit with updates/fixes of course), but the Akhadians will be a series of sophisticated, genie-enslaving sultanates in the tropical biomes while the Sarvanians will have largely been driven into the desert and reduced to barbarism, their djinn allies now largely having either abandoned them or been enslaved by the Akhadians.

I'll also have some music sets (no soundsense thing, just alternate song_title and song_game versions) for each version of each civ, to mix and match as you like. I've got most of the music sets made, except for the Demerians. And also right now the Velaise and Bremans just use a generic Theodish set.

Does this sound like a good idea, or is this dumb and should I just do the mod as presented? Like I do admittedly have basically a full update well and ready.

EDIT: I'll go ahead and upload that, then do this... thing.

So, is this kinda like alternate versions of your mod's setting, just in different times? And will these versions outright replace this version or will they co-exist with it? I've been planning on doing something akin to this with my mod Culture Shock, except these versions would take place in other parts of the setting, such as alternate planes or far-off times.

Yes, exactly. The same setting, but in different eras.

I'm also thinking of doing different regions (namely the Sarvanian Sea), but I'll wait on that.

EDIT: They'll mostly replace this version in the sense that I'll probably stop updating this version, but you'll be able to mix and match between them pretty freely.

54
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.2.8
« on: December 30, 2018, 08:05:24 pm »
Alright, so enough has been updated that I'm thinking I'll end up doing a new thread. Well, actually, I'll do two new threads.

What I'm thinking is one version of SoR will be set slightly earlier, during the dark age that followed the fall of Nimeria and during the following Sarvanian colonization; Sarvanians and Akhadians will mostly be the same as in this version (albeit with updates/fixes of course, possibly earlier weapons, and the Akhadians will be more pagan), but there'll be earlier versions of the Rovalians (as they would've been in the time of the Old Rovalian Empire), Vodish and Bremans (who will both be outright pagan tribesfolk), Demerians (much more Nimerian), and Agerans, and no Velaise (they came about later). The other will be set after the rise of the Akhadians; the Agerans, Demerians, Rovalians, Bremans, Velaise, and Vods will be the same as in this version (albeit with updates/fixes of course), but the Akhadians will be a series of sophisticated, genie-enslaving sultanates in the tropical biomes while the Sarvanians will have largely been driven into the desert and reduced to barbarism, their djinn allies now largely having either abandoned them or been enslaved by the Akhadians.

I'll also have some music sets (no soundsense thing, just alternate song_title and song_game versions) for each version of each civ, to mix and match as you like. I've got most of the music sets made, except for the Demerians. And also right now the Velaise and Bremans just use a generic Theodish set.

Does this sound like a good idea, or is this dumb and should I just do the mod as presented? Like I do admittedly have basically a full update well and ready.

EDIT: I'll go ahead and upload that, then do this... thing.

55
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: December 29, 2018, 10:54:59 pm »
EDIT: Nevermind, I'm an idiot.

56
DF Modding / Re: What's going on in your modding?
« on: December 26, 2018, 08:29:16 pm »
... I copied the Sarvanians from the zip of the last version I uploaded, manually remade the changes, and now they work fine. I then used it to remake the nomadic variant, and they also work fine.

What the hell, did the .txt files get corrupted? How the hell does that even happen? I swear I'm being trolled by fate.

57
DF Modding / Re: What's going on in your modding?
« on: December 25, 2018, 11:35:45 pm »

EDIT: The reason those -ALLOWED_CLASS:NOBLE- things are there, or rather, that they have hyphens rather than brackets, is because I thought "hey maybe there's just too many class restricted positions and that's what's doing it" and tried removing some restrictions. It didn't work.

58
DF Modding / Re: What's going on in your modding?
« on: December 25, 2018, 11:35:01 pm »

EDIT: Oh jeez I did not intend to have partial raws be a page starter.

59
DF Modding / Re: What's going on in your modding?
« on: December 25, 2018, 11:34:13 pm »
Thanks. Here's the first part of the raws. Looks like I'll have to split it up into multiple parts as I can't post the whole thing in a single comment (too long, apparently).

Spoiler: First Part (click to show/hide)

60
DF Modding / Re: What's going on in your modding?
« on: December 25, 2018, 11:02:02 pm »
I've got everything smoothed out and optimized, bug fixed the ever living hell out of Slaves of Raius, but for some reason the Sarvanian entity specifically seems to be crashing the game. I have no idea why. I don't even remember changing or adding anything that might do this. I have gone over the entity file with a fine-tooth comb and I can't see literally anything that even might be doing this. I have literally no idea what it could be.

Everything else works perfectly at this point, except for the Sarvanians (both Imperial and nomadic variants, I did try both) who cause the game to ctd with no error while loading, the moment it starts loading entities. No idea why it started doing this all of a sudden. It doesn't crash when I remove the Sarvanian entity file. It DOES still crash if I just change the associated creature, though, so it's specifically the entity file and not the Sarvanians themselves.

This is really pissing me off, gotta be honest, and I'm not posting an update unless I can get this fixed. But then again, I guess it is a good excuse to go sultanates with the Akhadians.

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