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Messages - Darkond2100

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1
Mod Releases / Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
« on: June 06, 2020, 07:32:00 pm »
Thank you for all your hard work Taffer.

2
Fantastic, it sounds great! I'll start merging the changes with Meph's tileset next weekend.

3
What about some foreign weapons? I always wanted to add a few RL cultures to DF, but using actual RL location/country names feels out of place. So instead of Japanese, Viking, Germanic and Egyptian, how about...

What are Throwing Gloves? Are they gloves that throw stuff, or are they gloves that get thrown at people? ???
Ranged weapons require a weapon + ammo. Throwing knives aren't systematically implemented, nor are throwing spears.

4
Here's the raws. Runs just fine, minus the error log. Playing with Meph's graphics is nice.
http://dffd.bay12games.com/file.php?id=14395

5
I've been having trouble integrating your mod into Meph's tileset. Your old language raws were causing crashes, and I have no idea why. What do you think? Here's my error log before crash.
Spoiler (click to show/hide)

Edit: I updated to your latest raws and I don't crash anymore.
Which is great! But I'm still getting errors from your giant creatures, which is mysterious. Log below.
Spoiler (click to show/hide)

6
leaving names unsimplified allows easier integration with other mods. Something that will be very important with the impending Dwarf Fortress Steam Release and Steam Workshop.

7
I don't know how old your Revised option is, but my current release is IMO a (comparably) good time to update things. I'm mostly done with the descriptions and I'm avoiding editing the comments, so the diff between this version and whatever my next version is should be comparably small.
Oh yeah, that's something I could do. :) Thanks for the heads up.
[snip]...just to clarify: I would assume that the "Meph Tileset Launcher + Utilities" package has not yet been updated with the latest Revised changes? DFFD says it was last updated "Mar 12, 2019, 03:23:29 pm", whereas Meph's reply above was time stamped March 12, 2019, 01:17:20 pm. But that does not seem like enough time. And the version is still 5.
Revised was requested a couple of times and Taffer was kind enough to allow me to put it in. As splint said, you can toggle it on in the launcher. It's not the most up to date version of Revised, since I haven't touched that part for a while.
Hey, it's been a while since the last update on this set. Any requests by now, ideas for the future, bugs? (apart from the adv mode stuff that I couldn't fix)
Since you're asking for requests... Would you consider updating the Revised portion of your package to the latest version (v2.1.0)? Please? The Revised thread still indicates that the mod's status is on "hiatus", so it should not get a new update any time soon.

The only thing I changed last update was adding the dogs, which have a tale-wagging greeting interaction. I guess brolol.404 didn't catch that bug before release.
If adding the dogs was the only change in the last version, then is it safe to assume that you haven't yet updated Revised?
It's not a small thing to ask, but I am working on just that right now. I have been for the past couple weeks. I'm just about done, and am just working out the bugs right now.

I'd appreciate some help with them as well, as I'm not sure what's causing them. I'll include the associated files. http://dffd.bay12games.com/file.php?id=14395

8
I thought it was more likely that the child tags were left out because the creatures used as templates didn’t have child tags.

9
A bug, given that the creatures in this mod are meant to be tameable. Copperwyrm, lockspider, and maybe others are missing child tags, which they need to be tameable. Such as [CHILD:2][GENERAL_CHILD_NAME:lockspiderling:lockspiderlings] This is as per bug 7983

10
I love everything this does, along with Sver's combat mod.  I am curious about a few of masterwork's features though; primarily the new workshops and a couple of the additional invaders.  Any word on how they may interact with installing these over masterwork's pack?  I would have thought someone must have tried, but can't find any reference to compatibility between them anywhere. 
I've got an okay understanding of this. Revised makes a lot of changes to creature and tissue templates in b_detail_plan_default.txt, body_default.txt, and c_variation_default.txt. These changes will make pretty much all creatures tougher, and instances of combat will last longer. Any modded creatures or races that masterwork adds to the game willl get these changes.
But Revised also goes back into every specific humanoid race and nerfs their unarmed melee attacks. Removing Scratching and biting from many humanoids, and adding a velocity limitation on strikes. Any modded creatures or races that masterwork adds to the game won't get these changes.
As a result, non-vanilla creatures will be subjectively stronger.
And masterwork weapons aren't balanced in the same way as Revised weapons. Masterwork weapons have very different costs and effectiveness in combat.

11
Giant animal versions always have COPY_TAGS_FROM, so why put in the work of duplicating tags like [APPLY_CREATURE_VARIATION:SCALES_YIELD_LEATHER]? I don't think it's one of the tags that's excluded, like caste tags.

12
Yeah, after I go through adding all of Taffer's changes, I'm going to add yours as well. Any tips?

13
dogs
You can disable them the same way you disable any other decoration, in the launcher.
I don't see any option in the launcher to enable or disable these dogs.

Right now I'm working on updating the LNP raws with the latest version of the Revised mod. It's going prett well. Pasting in YES_REVISED or NO_REVISED! is pretty easy. Except where you have two mods that edit the same variable, like NO_MORE_BLEEDING[VASCULAR:1] and YES_REVISED[VASCULAR:5]. What do I do in cases like these?

14
I'm messing with this right now, using the latest version on the git to update Meph's tileset LNP, which has an older version.
When was [SHELL], [ITEMS_HARD] and [ITEMS_SCALED] removed from [MATERIAL_TEMPLATE:CHITIN_TEMPLATE] in the material_template_default? Was this because chitin was made useable as a leather, and didn't need to be a shell?

15
Good to see that this came back for 2018. Thank you a1s.

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