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Messages - profit

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91
There are a lot of really good cheat engines for this game, however if you want to learn how the game works with a little less learning curve,  allow me to recommend my simple fortress mod/embark options.   You will find it in my signature.

92
DF Modding / Re: Community Mods and utilities list.
« on: April 20, 2013, 04:54:14 pm »
Could you please add splinterz branch of the therapist to the top of your list, next to the "old" therapist? It does have a ton of features the older one is missing. The wording for any description is up to you or splinterz, but I think it would be good if it includes the hint that splinterz version is newer. ^^

http://www.bay12forums.com/smf/index.php?topic=122968.0

EDIT: Once I am here already...  the stonesense link is outdated, japa has continued the work in a new thread, http://www.bay12forums.com/smf/index.php?topic=106497, and I noticed you list both Wizards Tower and Dwarf Chocolate. Dwarf Chocolate is the successor to Wizards Tower and includes it in the download.

EDIT2: I just updated my Accelerated DF and wrote a merge of Accelerated DF and the Modest Mod. As you know, AccDF is focussed on improving FPS, while Modest Mod is purely bugfixes and balancing. Several people requested both. But I am a bit at a loss... how would you like to add this to the list? I would prefer if all three (Modest Mod, Accelerated DF and Accelerated Modest Mod) would be under each other, simply because they are closely related. I also put both mods into one thread, so you might only want to do one link. This is the best I could come up with:

Accelerated DF (+Modest Mod) - A mod that increases FPS by ~25%. Includes all Modest-Mod-Bugfixes, several utilities and a GUI for 3 tilesets.

Would be great if you delete the old "accelerated df" entry, and put this new one directly under the "modest mod" link. :)

EDIT3: And please update this one:
Quote
☼MASTERWORK☼ Dwarf Fortress A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities. Read the thread for more info.  Also there is a plugin available by a seperate author -> Orc Fortress that adds even more depth, and allows you to play as Orcs. 
to this:

☼MASTERWORK☼ Dwarf Fortress A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities and 2 playable race plugins -> ☼Orc Fortress☼ and ☼Kobold Camp☼

I just added the Kobold Camp link... and made the description shorter. :) I should really rename this, since it might cause confusion with the original one that I included at first. Ah... I am so bad with names. Anyway, it does have its own thread and own set of raws, so its similar to the Orc Plugin. Not quite as extensive, buts its work in progress. :) Hope you are not a bit overwhelmed ^^
Finally got around to the rest.  Tell me if I missed anything or you want any further changes.

93
DF Modding / Re: Community Mods and utilities list.
« on: April 14, 2013, 06:36:35 pm »
Could you please add splinterz branch of the therapist to the top of your list, next to the "old" therapist? It does have a ton of features the older one is missing. The wording for any description is up to you or splinterz, but I think it would be good if it includes the hint that splinterz version is newer. ^^

http://www.bay12forums.com/smf/index.php?topic=122968.0

EDIT: Once I am here already...  the stonesense link is outdated, japa has continued the work in a new thread, http://www.bay12forums.com/smf/index.php?topic=106497, and I noticed you list both Wizards Tower and Dwarf Chocolate. Dwarf Chocolate is the successor to Wizards Tower and includes it in the download.

These two have been handled.  Thank you, and I will get to the other ones shortly.

94
DF Modding / Re: Community Mods and utilities list.
« on: March 29, 2013, 01:12:22 pm »
I've created a number of utility plugins for DFHack that I feel improve the game's user interface and eliminates some of the common annoyances (no gameplay changes, just user experience improvements). I have a thread here that summarises each plugin with links to more detailed documentation.

I thought it might be good to have them listed in the miscellaneous utilities section. Most of them are unlikely to get included with DFHack by default (because they change the game's UI too much), so having them listed in a post like this would help avoid them dropping into obscurity :)

Added 3/29/2013

95
DF Modding / Re: Community Mods and utilities list.
« on: March 29, 2013, 01:04:44 pm »
Could you add my Dwarven Voices mod to the list?
It's a minor mod that allows your dwarves a bit more flavor and independant expression in the game, and is specifically geared toward community games.

Added 3/29/2013


96
DF Modding / Re: Community Mods and utilities list.
« on: March 07, 2013, 03:24:04 am »
No, it makes sense. :) -all is good, no worries.

Once I have a really nice version of my Kobold Camp, which is completely different from the original Kobold Camp, and probably should use another name, I will pester you again about an entry right next to the orcs. ;)

It looks good to me the way you did it, thanks :)

Alright, I am glad things look good, and I shall await the Kobolds =)

97
DF Modding / Re: Community Mods and utilities list.
« on: March 06, 2013, 09:57:23 am »
Orc Fortress is included in the Masterwork Mod Pack, yes. But smakemupagus works on his own on it, has a seperate thread, all the feedback should go to his thread, and he releases Orc Fortress versions more often then I do Masterwork versions. It makes sense to have another link for it here, especially considering that the Masterwork description does not mention Orcs at all. Thanks. :)

Did you disprove of how it was added to the description? I have edited it slightly to hopefully address those concerns but it is in the description of your mod.  If you did not like it I will change or move it, but I thought it would provide maximum exposure to people who wanted to play it.

98
DF Modding / Re: Community Mods and utilities list.
« on: March 04, 2013, 10:23:31 am »
Hi Profit,

Could you please include:

"
Orc Fortress for ☼MASTERWORK☼
A playable Orcish civilization for Masterwork Dwarf Fortress.  Develop your new clan-holding into a pit of heavy industry, a lair of sorcery, a retreat for master artisians and tribal warriors, or a den for thieves and buccaneers.  Or, all of the above.
"

The best way to get it is included with Masterwork, but I think some people who browse your thread might be interested to know that it is in there.  I'll leave it to your discretion whether to include as its own item in the list or just add some of the above text to Meph's info about the Masterwork mod itself. 

Orc Fortress does have its own info and development thread Orc Fortress.  Thanks for maintaining this list!  I've used it many times :)

I am a little torn as to how I am going to include this on the list... But I decided I am going to add it to the masterwork description, I think that would allow for the most exposure for the mod to the people who would be most likely to use it.

Added 3/4/2013

99
DF Modding / Re: Community Mods and utilities list.
« on: March 04, 2013, 10:14:21 am »
Hey Profit,

Could you also add Deeper Dwarven Domestication to the list?

Deeper Dwarven Domestication  optionally adds to or replaces the common domestic animals with subterranean and mountain themed creatures.  Includes lovingly crafted custom graphics.


Thanks bud!

Added 3/4/2013

100
DF Modding / Re: Community Mods and utilities list.
« on: February 24, 2013, 04:17:06 am »
Looking for a utility that allows pets' butcher flag to be set. The ones I know of haven't been updated since 31.25 or earlier.

Sorry, I do not know of any...

Perhaps the newest version of Dwarf therapist. 

101
DF Modding / Re: Community Mods and utilities list.
« on: February 18, 2013, 06:20:14 pm »
DF entity editor. To the modding utilities, I think. Despite low version number (0.22) it is a release version.

Helps mixing mods (or adding new) by checking entity strings for permitted reactions (and workshops), and adding missing lines. Also able to "cross-check" for not mentioned reactions of existing buildings and vice versa. And some sanity checks on raws for reactions and buildings too.
Somehow it was unnoticed before. Could you please add this to modding utilities?

Yeah, it did get missed.  It has been added.

102
DF Modding / Re: Community Mods and utilities list.
« on: February 16, 2013, 04:07:10 pm »
I have a couple utilities that might be added here. The main issue is that they're both in the same thread, and I'm not quite sure how to go about describing both at once... Anyway, here they are.

LangCreate, a DF utility for creating pseudo-realistic languages.
RandCreatures, a DF utility that creates random creatures, civs, and megabeasts.

Note that they both link to the same place... If you want to combine them, I'm not against it. I know I'm supposed to PM you, Profit, but my question is this: Should I leave them separate, or combine them into one entry?

Them being separate will be fine, and actually preferable.  It helps keep things clear when it is one mod per listing, even if they happen to point to the same forum message.  I will add them immediately.

Well here is some more feedback, profit.

This list is extremely useful.  When I first started out on DF, I searched through just about everything on here, looking at what people had been doing and seeing what was interesting.

Then when I started modding I came to this thread to see how other modders tackled various implementations of different features, like modding civs and interactions.

I, for one, am very appreciative for this thread's existence.

Awesome =) 

103
DF Modding / Re: Community Mods and utilities list.
« on: February 08, 2013, 08:52:11 pm »
Quote
☼MASTERWORK☼ Dwarf Fortress - A mod package that makes DF 3 times as big, but still keeps true to the atmosphere of DF. Adds 75+ Buildings, 1000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Read the thread for more info.

Could you please update the description to this:
Quote
☼MASTERWORK☼ Dwarf Fortress  - A mod package that makes DF 4 times as big, but still keeps true to the atmosphere of DF. Adds 110+ Buildings, 2000+ Reactions and 1000+ Creatures. Runs about 25% faster then the unmodded game. Includes Utilities. Read the thread for more info.

Mostly numbers, been a while since I wrote this description. ^^

And just for your information: It seems that most people use this list here to find mods. I thought that people would mostly use word of mouth, but I made a poll and 90% of the people came from here. So... good work, it really helps people find what they are looking for :)

I updated this, yesterday I think, just forgot to write a response saying I did.   

I am pleased that this list is helpful, I really do not get too much feedback, but it definitely pleases me that so far it has been very positive.

Just so you know, your mod is one of the few I run and I find it a lot of fun myself, even if it is a bit overwhelming to learn =)

104
DF Modding / Re: Community Mods and utilities list.
« on: February 01, 2013, 08:44:08 am »
I am currently working on my new mod.  There is a short description in the first post, but I can shorten it further if that is necessary.
Added.

105
DF Modding / Re: Community Mods and utilities list.
« on: January 23, 2013, 04:05:57 am »
can you add the mod in my sig

Added 1/23/2013

Could you please add the two mods in my Signature?  They are simple, but have greatly enhanced the fun for me!

Upgradable Leather Tiers:

Tanned leather can be sent through a series of reactions to upgrade it to much tougher leather, which can be turned into much tougher armor!  This tougher armor allows you to have a bit of an easier early game, but more importantly, have armor made from the skins of your enemies!

Block Crafter's Workshop:

Since stone is now much more of a rare drop, it make sense to convert much of your stone to blocks.  However, most furniture can't be made from blocks.  This mod allows you to create some of the most basic furniture with blocks, to ease that restriction a bit.

Thanks!  (And sorry for the PM, I sent it off before reading the first post.   :'(   )

Added 1/23/2013  And it is fine, I have no real preference, just before PM's never use to give me an indication of when they came in so I would miss them for several weeks. 

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