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Messages - SDood

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1
Mod Releases / Re: Warhammer Fortress: Community Project Revival
« on: June 06, 2015, 03:29:38 pm »
Thanks Teneb, the feature list in the OP is actually really outdated and a few years old the current one is on the download page or here
Spoiler (click to show/hide)

It's still not complete i haven't gotten around to listing all the available creatures yet or other items and features and its still not quite up to date with the new version. Thanks for making the thread and making the ASCII version which i have not gotten around to doing. Hope to see the work continue.

2
Good news everyone i fixed the worldgen issues default worldgen now works and i have added back in the default advanced worldgen's. I also updated all civilization races with the changes i mentioned in my previous post, i haven't gotten around to updating all the creatures with new the gaits, i'll try and do that for the next update.

1.5.1 update here:

3
DF Modding / Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« on: February 22, 2015, 04:47:49 am »
  Hey guy's sorry for not being around haven't been playing Dwarf Fortress again until recently. I uploaded Warhammer Fortress 1.5 which is updated to DF 0.40.24. I haven't created any new content i mainly just converted it into the new Dwarf Fortress. This version is based on the unreleased V1.4.2 which had a lot of bug fixing and optimization. I never released it because i was waiting until i added more creatures or what not and never got around to it. Consider this version a beta because i have not had a lot of time to playtest, and some creatures and reactions probably aren't working as intended. Just wanted to get it working and release it to continue work on it and see if anybody wants to contribute. I haven't got around to creating a standalone ASCII version yet so only a phoebus version for now.

  This is still a community made mod and any contributions people can make would really help in improving it. Thanks to everyone for the help and i hope we can continue to improve on this.

  Currently working on fully updating all creatures and races to the new Dwarf Fortress, i had to remove a lot of the personalities for the civilization races because they were redone so most will just be the default random. I need to go one by one and update all civs and creatures so they will be able to sweat, cry, spit, smell, apply new gaits, etc. I also need to update civ's to be able to take advantage of new features like being able to become mercenary's. Not sure when i'll be done i will try and concentrate on civilizations first.

Link for Warhammer Fortress 1.5:

4
I think bretonnian nobles should be nerfed. They got allready legendary skill when they move to my fortress. Theres no point, that you get so skilled workers so early.

Well, they are pretty uncommon, and they are the only educated people in the country besides the knights, and there entire purpose is to kill things with fancy weapons.

Realating to this, I started up a Bret fort and got six worthless commoners and a Grail Knight. I do belive the game is telling me something.:P

Also, for modding suggestions, are Rhinoxen in? Any plans for Slaughterbrutes and Vortex beasts?

Yeah i can look into nerfing the nobles so they do not learn ALL skills so fast and just select ones, Since nobles would not be common workers anyway. I am planning on adding Slaughterbrutes and Vortex beasts along with the rest of the Chaos units.Good call on the Rhinox i overlooked those i'll plan on adding those as well.

As for updates i haven't worked on anything new since the last version, i may start making some new creatures and other updates while i wait for the new Dwarf Fortress update and plan on converting everything over and updating it to the new version of Dwarf Fortress at some point.

5
Hey guys i'm back with an update. I fixed the errors with the Dark Elves active seasons and increased the requirement for them to siege you, they are now a late fort threat like Chaos. I also tweaked some progress triggers for the other civilizations and some other minor tweaks including making the three custom worldgens more hospitable.

Special thanks to psychomantits and Stronghammer for their help!

WARHAMMER: FORTRESS - Phoebus updated to 1.4.1

WARHAMMER: FORTRESS - Classic updated to 1.4.1

And stormcry0 i am not having any problems with skaven raws or skaven in worldgen or legends, using Phoebus version 1.4.1.

6
Hi SDood, I downloaded the newest version of your mod, the 1.4.0 to test the wonderful ogres but when I went to advanced world gen all the types of world are square islands with a very chaotic composition, maybe you forgot about it and since the last time I edited the elevations, water, mountains, etc in the advaned parameters I destroyed the worldgen I hope you can update the mod with fitting advanced parameters :(

Thanks for all your work(And all the other guys) In this mod is just wonderful to see other warhammer fans anywhere i go

Thanks, i removed two of the crappy worldgens that i forgot to remove before and added back in the default advanced world gens. Default world gen seems to work fine now depending on the settings.Reuploaded, its the same version number. If you would like you can post worldgens that you make, and i can put them in the Phoebus version, i must admit i am not very good at creating worldgens.Thanks for the feedback.

7
I updated the mod to version 1.4.0. Major additions include the ancient undead army of the Tomb Kings. I made them with brains otherwise they are invulnerable killing machines,the only way to kill them is to destroy the brain, hacking off limbs will just piss them off (if they were capable of feeling anger). I also added in 9 more Demons of Chaos which include Beasts of Nurgle and Plaguebeasts.I included the DFHACK mod with the Phoebus version, it helps to improve FPS and fix bugs. I also updated the Classic version which is just the raws to version 1.4.0.

I'll remove the classic version once Krantz finishes his update.

Updates here

Phoebus:
Classic:

8
Okay i released version 1.3.9 it is another bugfix and balance release. I fixed the graphic errors with Bretonnia and Skaven, graphics should work as intended now.

update here:

9
I am very happy to be of help, and may go about adding lots of descriptors to Beastmen along with expanding on what I've already done with the raws. I'd like to find out what's causing the flag_with function to bug out when referencing the beastman's claw attacks and what claw/claws it is using, but I think that's just my unfamiliarity with the token system and, really, it's inconsequential. Claws work pretty much as I hoped they would, although I can't help but think I should drop Ungor claw penetration down to 50%.

Beastmen could use beards, different styles of hooves, horns, animal features, chaos tattoos, etc. I imagine a Gor with a Ram's head would have a Ram's hooves and horns, so I'll have to figure out how to link those together. Maybe something suitably vague like "the animal features of a ram" etc.

Oh and if anyone's wondering why the Beastmen have a few things set to PERSONAL_ISSUE that might otherwise slide in a Beastman community, when some things are set to the wrong values you can end up with a civilization of (I shit you not) blue jays. I think this has something to do with how the game regards pets over a long period of time. It is possible to have a Tiger Man as a Mayor in a Dwarf Fortress, after all.

Oh, and I am also somewhat interested in working on Chaos Dwarves as well, but I would like to hear what you all would expect from the faction first. For example: Chaos Dwarves are very few in number. A team of seven Chaos Dwarves wouldn't come without a metric ass-ton of orkoid slaves, technically speaking. Orkoids would do the fighting, the mining, all the labor. Goblins as slaves and a Night Goblin Caste that can hold a Manager position and migrate to your fort with slaves would make sense.

I just have to make sure they don't start interbreeding. :-\ Immigrants would also have to be rare, if they come at all. Maybe that could be how Chaos Dwarf gameplay differentiates itself? Survival mod: Don't lose your original seven, repopulate Chaos Dwarven kind! Maybe figure out a way for the entire society to enter a panic spiral if there's no dwarves capable of taking the Slave-master position. Renaming Manager to Slave Driver for sure.

Hi-ho indeed.

Your further changes to the beastmen sound great. :) This is a community mod and we rely on others to help contribute.Thank you for all of your work and thoughts on the mod.

Chaos Dwarves are indeed tricky to mod in and to make playable in fortress mode. I hope you start to work on them that would be amazing!

Edit: I updated WARHAMMER: FORTRESS - Phoebus to 1.3.8. I fixed an issue with Demons of Chaos megabeasts not showing up in worldgen i also balanced some of the races with misc changes and bugfixes and i removed the Flora and Fauna mod.

update here:

10
Okay guys i released version 1.3.7 Phoebus version. Special thanks to TastyMints for his help with the Beastmen your help is much appreciated. I also resized the Chaos race and made their stats more reasonable.Thanks to MiguelMo for the new sprites and everyone's feedback. I also made many other changes to the mod including fixing bugs,changing the file structure and balancing issues.
 
Major additions include an updated version of the Valor Morghulis mod by Dbuhos which include The Ogre Kingdoms civilization,many new items and creatures and also his more realistic bodies mod.

I also "streamlined" some of the major races, made skaven one entity instead of four, made chaos one instead of two,and dwarf one instead of two. Since we have so many civilizations in the mod i found this change really helped in worldgen,though further worldgen tweaks and testing is needed.

I also changed which races are playable in Fortress mode, right now Beastmen,Brettonnia,Chaos,Ork Savages, and Dwarves are tagged as playable in fortress mode, with Dwarves being the most feature complete and most recommended race in fortress mode. I did this as a temporary solution to help with testing in fortress mode as it is much harder to balance a race to be playable in fortress mode. These races are also the most feature complete and tested in fortress mode with many of the other races being "vanilla" in fortress mode or unplayable. Again this is only a temp fix if you wish to play another race in fortress mode you can go into the raw folder and add a [CIV_CONTROLLABLE] tag to the entity file of the race of your choice.

Also for those having trouble generating new worlds try the new custom worldgens.

update here:
I hope everyone continues to work on this mod and contribute to bringing the Warhammer universe into DF.

11
Hey guys, its nice to see that Krantz is back! I took a break from DF for a couple months, i plan to start modding again soon. Version 1.3.7 is almost finished, i have cleaned up a lot of the files and fixed bugs and many other things i forgot. Updated Valar Morghulis by Dbuhos, which includes more realistic bodies and Ogre kingdoms.

Thanks for the new sprites MiguelMO.

12
DF Modding / Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
« on: September 27, 2012, 01:42:08 am »
Huzzah it lives. If it gets ported to the new version i can start testing again. Saddly my other material was lost when my old laptop (recently got a new one) went kaboom.

Version 1.3.6 the Phoebus version is already at the latest version of Dwarf Fortress 0.34.11.

I am working on a heavily modded update that i plan to release soon. I'll make a new forum post for it and post the link here.

Also nice to see you again Stronghammer!

13
DF Modding / Re: Warhammer Fortress - a Warhammer Total Conversion - V1.3.6
« on: September 24, 2012, 01:34:50 am »
Hey everyone i have started to play DF again and have started to work on some new updates.

14
Just ordered  a Thrustmaster T-Flight Hotas X Flight Stick for IL-2 Sturmovik. Its a HOTAS setup (includes a throttle) looks like a great starter stick to me, i wasnt about to run out and and buy a 400 dollar HOTAS setup for my first one its only about 50 bucks. haven't received it yet so i cant attest to how good it is though the reviews seem good enough even though its not a "sim level" setup.

It really comes down to how much do you want to spend, i have friends that use the Thrustmaster Hotas Warthog joystick which is a 400-500 dollar stick, and they love it.

15
Other Games / Re: Looking for good mud or mush
« on: July 02, 2012, 11:51:18 pm »
i have heard good things about Batmud it is old has a large playerbase and a pretty client, here you go http://www.bat.org/

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