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Messages - Ult1mara

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361
There is always room for new ideas ^_^ And the mod is really well done, no bugs found from me so far. I love the idea behind this mod so far.

Thanks for making it and keeping it as up to date as possible ^_^

362
Lol I was always bad for just going into the whole Science thing first then conquering so defence was second to last for me :P

363
DF Modding / Re: Dwarvenrealms [Major Mod]
« on: May 03, 2011, 06:42:31 pm »
Here you go ult1mara (and anyone else who liked graphics): http://dffd.wimbli.com/file.php?id=4321

I think I caught all the raw conversions. If you see a snake walking around using a piece of chicken as its tile, let me know. I haven't had time to check out the cave stuff so it might look slightly atrocious.

I'm really happy with Ironhand's tileset. I've got to make tilesets for the Kermorians, so at the moment they're just using the dwarven adventurer tileset which I admit looks a bit lame.

Thank you very much for this I am pretty sure this could not have been easy but I am Very thankful for this and am sure others will be too ^_^

U should put the link on the OP, if u havent already?

364
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
I suggest building a wall first off. That'll keep out all the zombies. And remember to make a 2 part gate house, so you can atom smash enemies who try to sneak in.

Remember, use your advantages! You have range on your side. Dig a ditch, make some fortifications, stand on a wall, etc. Just don't let them touch you, and you're good.

First Thing I ever do is try and build a wall asap, summit I learned from playing Genesis mod a lot ^_^
I learned it from Civilization II and III. So I had a head start  :P

Tbh i never actually built walls in Civ II and III untill late game ^_^. I normally just built Libraries and Granaries instead LOL

365
Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!
I suggest building a wall first off. That'll keep out all the zombies. And remember to make a 2 part gate house, so you can atom smash enemies who try to sneak in.

Remember, use your advantages! You have range on your side. Dig a ditch, make some fortifications, stand on a wall, etc. Just don't let them touch you, and you're good.

First Thing I ever do is try and build a wall asap, summit I learned from playing Genesis mod a lot ^_^

366
DF Modding / Re: Dwarf Fortress Mods Reviews and First Looks
« on: May 03, 2011, 06:29:48 pm »
Time for my Next review ^_^

***ONGOING REVIEW OF FORGOTTEN REALMS (NOT A D&D MOD) BY NARHIRIL***

INITIAL REVIEW AND THOUGHTS

This mod has a different concept which I havent seen before in any other mod so far, in the ways of the whole Artifact weapons being a completely "new" weapon type. There are over 60 different weapon with the majority of them being only usable if made during a strange mood. Another cool thing about this mod is the Alchemic reactions that can occur, sometimes u can set fire to the whole map, if u mess up :P and are UNLUCKY. Lastly Narhiril has tweaked a lot of the weapons to allow dwarves to wield duel handed weapons, like they should, and also given them new ranged weapons.

 Other than these few things the mod is fairly similar in most regards to the majority of other mods, for example there are new Civilizations - different in each mod but still more civs - more plants, workshops, beasts and new materials to use.

Narhiril themselves (not sure whether they are male or female and I dont want to be sexist so a lot of the time I will say They, Them etc. instead :P) seems to be a very kind person and busy as well. They have took a lot of time out of their lives to make this mod meet the demands of the public and please people. Narhiril Also seems to be constantly adding new things to the mod and adapting so that it performs better and "outshine" other mods, which is incredibly difficult in such a large market IMO.

I believe this mod has a very good future, especially if Narhiril gets a lot more feedback and a lot of ppl saying wat they would like of the mod. Me personally I would like castes, but am a sucker for castes :P, mainly because I think that dwarves SHOULD have a caste system always.

So wat do I have to say about this mod? Well it is very well looked after, pretty extensive and seems to be pretty well developed, considering Narhiril has taken time to even write lore behind all of the civilizations ^_^. I really enjoy this mod, it is missing some things and I havent played it much to give a complete review, but with wat I have read and seen it is pretty "fun" and tbh not the most difficult out there atm.

Ratings
Originality - 8/10 - A huge amount of original ideas in the form of new weapons and Alchemy and weapon usage but other than that similar to other mods
Bugs - N/A - Not tested mod enough to say how many bugs there are
Modders Involvement - 9/10 - Narhiril seems to be consistently on the mod forums looking for new ways to improve the mod and what ppl would like and asking questions etc.
Modders Perceived Kindness - 9/10 - Very happy to allow ppl to ask them any questions and will happily answer any questions and will gladly allow ppl to LP their mod ^_^
Integration of Ideas - 8/10 - The whole concept of the mod is very well integrated into DF and works well with DF, but I am sure there are many other things narhiril would like to introduce into this mod
Difficulty - N/A - I do not know how hard this mod is as of yet, there hasnt been much talk on the Thread about this subject either
Overall - 8/10 - Overall I think this mod has a very Bright future and I will be playing this very often ^_^

367
Just typing up my Initial review of this mod. The review will be changed, adapted or added to later on. If u want to check it out u can ^_^

And keep up the good work dude tis a fun concept for this mod. And very enjoyable :P

368
IT - - - - - Do u know my OP video? Do u think giving them the Playlist would be better?

http://www.youtube.com/view_play_list?p=B428D5664C562B7B

That way when I do make more vids they can see more without having to click on another vid or search for it?

Ooh, look, a birdie!  :P
Anyway, zombies with actually infecting bites may be too much for me to handle because I'm a noob, but I'LL PLAY IT ANYWAY!!!!

Lol Dude I aint all that great at the game either but I am REALLy looking forward to this, specially since I <3 and </3 Zombies at the same time :P

369
Here is a link to my first Video to the LP I will be doing of this Mod

http://www.youtube.com/watch?v=rsXJxi-54D8

And here is the link to the Playlist ^_^

http://www.youtube.com/view_play_list?p=C7B945B98E097DDC

thanks again for letting me do this ^_^

370
OoooOOoooOOO I cant wait for the Infected to be able to "infect" others :P

371
DF Modding / Re: Dwarf Fortress Mods Reviews and First Looks
« on: May 03, 2011, 07:34:32 am »
Thank you very much for bookmarking my page ^_^

372
DF Modding / Re: Dwarf Fortress Mods Reviews and First Looks
« on: May 03, 2011, 06:58:57 am »
Thanks you 2 ^_^ It is very much appreciated. It was actually Deon's Idea for me to do the whole Review thing and post it onto here. I was already doing the whole Mods thing but was gonna do it for youtube and not for bay12forums. So thank him for it ^_^

373
Hello Kipi

Are u still there? I hope u are continuing to keep this mod up-to-date?

I have just made a review of this mod on the initial stuff I have encountered and think of about this mod ^_^

Ult1mara Out

374
DF Modding / Re: Dwarven Hive .001 - Concept, ideas.
« on: May 02, 2011, 06:41:31 pm »
DUDE looking forward to this mod . Please let me be the first person to LP/First look it?

I know how active u were in the DFA thread and I know u helped Kipi out a lot. So I can see this mod being very well made, if u can make it.

So far I have read the first few lines and the IMMENSE dwarven Caste system really makes me giggity ^_^ I love castes and believe they should be introduced into all mods :P heehee

375
DF Modding / Re: Dwarf Fortress Mods Reviews and First Looks
« on: May 02, 2011, 06:37:12 pm »
Ok here goes time for my first "review/first look". I am sorry if this first review doesnt look that good ... I am good at failing :P


***ONGOING REVIEW OF DWARF FORTRESS ADVANCED MOD BY KIPI***



***Initial Opinions of the Mod***


This mod was the first mod I recorded in the ways of my first looks and reviews. I liked the whole concept of Rune Magic and Temples and Religion and a few Other original things kinda interested me. The main thing being religion and temples.

To start with Kipi seemed to be very active on the mods forums in actually replying to everyone that had posted on his Topic. But as of late, ever since I posted the "first look" video, Kipi seems to have been a lot less active - close to non active. This could be due to numerous reasons. However It would be nice if someone would talk on the DFA page.

It is a shame that the mod has gone a little unnoticed as it seems to be incredibly interesting and is one of the "newer" mods, that I have played, as it was created on the 27th Feb 2011 on Bay12forums. Maybe if the mod page was a little more "active" then Kipi would have more reason to update the mod more often and look for bugs and find new things to improve etc.

It is also a mod which already has the mod pre-installed into the DF game client. As well as another download which just has all of the raws in seperate folders, reducing the file size but you have to "copy/paste" everything into a game client.

Ok time for the Mod itself:

The mod plays very well. I didnt see many bugs to start with other than the basic spelling error, but that is just a minor error IMO. Another thing I like about the mod is that there are castes in the game, which I always enjoy. These castes are the HOLY, WARRIOR, COMMONER and something else that I have not seen yet.

HOLY dwarves are good at using Temples and being priests etc.
WARRIOR dwarves are good at being militaristic dwarves and start with skill 1-3 on all Military skills.
COMMONER dwarves are good at being basic labor working dwarves

Other things in the mod are new workshops e.g. Temples, runeworkshops etc. also new plants, metals, stones toys, weapons, armor etc. There are a lot of new items in this mod, just not TOO many new things that u get confused as to wat does wat and trying to figure out what is better to use and what isnt - Deon Kinda suffers from this with having a STUPID amount of new plants, sorry Deon. The Rune magic + gear seems to be very interesting as it increases the damage dealt by ur dwarves using their gear and increasing the amount of damage they can take.

Ok time for the part u all want to see, my Overall rating for this mod.


Ratings
Originality - 7/10 - There are a lot of things in this mod I havent seen in others e.g. Temples but otherwise similar to all others
Bugs - N/A - Have not tested the Mod enough to know how many bugs there are atm
Modders Involvement - 8/10 - I believe Kipi has really tried to keep on top of comments made about their mod, but something seems to have stopped them from keeping on top of their mod of late
Creators Perceived Kindness - 6/10 - This modder seems to be pretty kind and is willing to answer any questions that have been asked. And is also willing to allow ppl to do LPs and Reviews of the mod, Thank You Kipi.
How Well The Modders  Has Been Integrated - 8/10 - The rating would be higher if Kipi was allowed to introduce magic and Gods damage into the mod but as of yet they are not allowed
Overall - 7/10 - Quite an Original Mod but there are more challenging mods out there and a lot more "interesting" ones as well


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