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Topics - Teldin

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31
DF Modding / Rome Fortress 2.0 released!
« on: August 27, 2008, 03:25:12 pm »
To those of you who didn't have the priviledge of trying out the earlier iteration (way back in early 3d), Rome Fortress is a total conversion mod that aims to being some historical realism to the game. If you feel like a change, than you'll love this mod. Note that some of the early things that were in the first Rome Fortress are gone or changed around a bit.

It comes prepackaged with 40c in the download; feel free to tweak the ini settings as you please if the defaults I've set don't appeal to you.


http://teldin.wikispaces.com/space/showimage/rome+fortress.zip

Instructions: click the link, save it somewhere, extract the .zip file, play the dwarfort.exe like usual. It is 6mb in size, there no save included.

It's been only loosely tested by me, but I have yet to find any errors so if you do find any, please post here and I will update the link.

Here is a list of the things changed/removed (spoiler tag if you want to stay surprised):

Spoiler (click to show/hide)


And some screenshots/examples:

Spoiler (click to show/hide)


Please feel free to comment here if you have questions, comments, flames, or anything at all. I love getting feedback.

-Teldin

32
DF Gameplay Questions / How come I'm not getting a duchy
« on: August 26, 2008, 07:04:23 pm »


My fortress is in its 9th year, is worth 2.26 million dwarfbux, and I've had 150+ population for the past 3 years (only just got a big group of migrants thanks to having no deaths except the hammerer for the first year in a half-decade).

Where the fuck is my duchy? I want a king, goddam it. On my last fortress my count was promoted to duke like a half-year after I got count. Bah!

33
DF Bug Reports / [40c] Baby factory
« on: August 26, 2008, 12:08:36 pm »
My baroness has a baby. Ok, fine.

Then, 3 months later, she has another one. Uh?

I'm no biologist, but..

34
DF Bug Reports / [40c] No human caravan, just a diplomat?
« on: August 25, 2008, 04:36:17 pm »
On the other side of my river (which forms a U-bend and part of the land is blocked off from the 'mainland') I just had a human diplomat appear.. but no caravan at all, not even mules (there is an underground path they could have taken). Is it normal for a diplomat to appear to make a new trade treaty but no caravan to come with him?

35


Uh.

So those symbols there are apparently, when I check them, 'muddy shrub' (the Vs) and 'muddy dead sapling' (the S). I'm assuming those aren't actually the correct symbols, since those are normally brown ordinary symbols of those items. It seems like it's not using the correct tiles.

The sand-looking dark yellow tiles are the bottom of a murky pool I channeled around when it was all frozen, so it seems those plants are growing on or around what used to be murky pool bottom.

36
DF Bug Reports / [40c] Channeled-out pond still generating 1-high water
« on: August 24, 2008, 07:30:41 am »


It continues to give 1 tile-high water every season (this is the bottom of the pond). I channeled out the little hill it was on top of, while the entire thing was frozen over, and now all the 'bottom' tiles that are exposed continue to make 1-high water every so often even though the pond doesn't actually exist anymore. This screenshot is maybe 3 years after I channeled it all out.

37
DF Bug Reports / [40c] Migrants appear on frozen river, all drown
« on: August 23, 2008, 07:29:55 am »


The migrants are appearing at the south end of the river, the frozen half.. it dethawed partway when the rest of them were across and they all fell through and drowned, the rest are just sitting there on the ice waiting to die instead of taking the perfectly suitable tunnel entrance just to the right of that screenshot.

I have a save at exactly this point if necessary.

Lame.

38
DF Bug Reports / [40c] Engraving typo
« on: August 23, 2008, 07:12:57 am »

39
DF Modding / Azer Fortress now released!
« on: August 16, 2008, 06:18:47 pm »

I stopped working on this mod a bit ago, felt that I should release it anyway since it's playable.

It is made for version 39d, though, so if you want to convert it to 39f or more recent you will have to do so yourself. You should be able to update simply by copying over init.txt and the dwarfort.exe file.

This package comes with 39d included and is ready to play as soon as you unzip it somewhere.

I would suggest not messing with the world_gen options as it's optimized already for the mod. Feel free to do so if you want, though.

Bear in mind this version comes "as-is" and I haven't tested it in quite some time; if you find any bugs feel free to add them here and I'll tinker with it.

http://teldin.wikispaces.com/space/showimage/Azer+Fortress.zip


Anyway, the details:

Spoiler (click to show/hide)

You will like this mod if:
* You want something different.
* You don't want to bother with tedious things like making 200 beds.
* You don't want to scramble for lumber.
* You want to see how it's possible to have a viable high-temperature hell world without breaking stuff.

Enjoy!

40
DF Suggestions / Mined rock should not count as fortress wealth
« on: August 16, 2008, 09:06:08 am »
As it says, it should not include mined-out stone in the fort's fortress wealth. It's all fine and good when you've got a fairly small fortress, but when you start out in an obsidian-rich area and suddenly your fortress wealth skyrockets to 15,000 dwarfbux before the first season purely because of mining.. something is wrong.

41
DF Modding / Drow Fortress now released, enjoy!
« on: August 15, 2008, 09:18:04 am »
I've been working on this one a few days now. It is a moderately full conversion for 39f, and the entire game is packaged together so if you use graphics packs, you will have to add it yourself. I also used the typical .ini files I use for my own games, so I am sure you will want to tinker with those as well. Note: If you use graphics packs, your drow may look weird, since they use the dwarf tiles.

 World_gen.txt can be safely toyed with if you want as well; I suggest large-sized games so you get a good variety of civs genned. World gen on medium and large size worlds are capped at year 200, as I find that a good balance at the moment between wars/megabeasts.

Note: This is a preliminary release, so if there are errors or bugs in it, I will add new versions to this post. Everything seems to have been working for me so far but I haven't had an in-depth fortress game yet so there still may be problems.

When genning a world, it can be tough to get a good one where you have all species still existing: the drow and duergar just LOVE to get into wars with all the surface creatures (except goblins). Expect enormous, devastating battles in your legends viewer.

And, if you have any ideas or comments, feel free to mention them here! Input is always a great thing.

Note #2: You might recognize some of these from an ancient mod, Teldinmod. That's because I swiped some from there rather than make them from scratch. God, I'm lazy.


Installation instructions: download, unzip somewhere. Voila! The entire game (currently 39f!) is kept in this zip file so that's all you need to do. It is a 6mb file.

http://teldin.wikispaces.com/space/showimage/Drow+Fortress.zip




The drow, if you have not heard of them before, are evil, black-skinned, white-haired elves from the Forgotten Realms series, in particular from the Underdark, a series of caves and tunnels under the ground. They're selfish, paranoid, untrustworthy, and would happily murder anyone they came across for a bit of societal advancement.

As our story goes, the drow have been making surface outposts in order to begin a conquest of the above-ground realms. The humans, elves, and dwarves, of course, are having none of that and will immediately begin sending spies and scouts in as preliminary invasion tactics. There are other scattered drow outposts who will send caravans and liasons to keep in touch with the home city, and the drow have allies in the duergar (dark dwarves) and the established goblin fortresses. There are also kobolds around but nobody cares much about them.

The drow have a variety of cave-related items at their disposal, as well as their own unique creatures they've brought with them from the Underdark. They do not use the standard surface creatures as pets: rather, they prefer spiders, cave lizards, and their version of subterranean cow, the deep rothe.

In addition, the drow bring with them to the surface a number of useful technologies, such as the ability to harvest petrified wood and convert it directly into lumber, and new and exciting weaponry they've been using in the Underdark for centuries, such as the bladed crossbow and the hand crossbow.



Details:
Spoiler (click to show/hide)

Some fun teaser screenshots:

Spoiler (click to show/hide)

42
DF Suggestions / Entity tags [FORCE_WAR:]
« on: August 15, 2008, 06:17:41 am »
Pretty simple: a new, optional entity tag for modifying the raw civilizations, that force one species to always be at war with another. This could work on a by-civ basis, simply skyrocketing their 'should we declare war on this other civ' chance; thus it could be renamed to something like [HATE_SPECIES:] instead to always force it.

It would work like: [FORCE_WAR:FOREST] in the MOUNTAIN entity, and voila, when you embark the elves are always 'AT WAR' with you on the embark screen, and instead of trading they start ambushing.

43
DF Bug Reports / [39e] Artifact cage is a black square in stockpile
« on: August 06, 2008, 03:39:54 pm »
Helpful screenshot:





That black square is my artifact turtle shell cage, according to the stock screen zoom feature. I noticed a fellow hauling it around earlier and he flashed the regular double exclamation mark cage in bright yellow, but when he put it down it turned black.

I can upload a save if necessary.

44
DF Modding / So who wants to help me debug a mod I'm working on
« on: August 03, 2008, 04:43:18 pm »
I'm not going into the details right now but those of you who used my earlier mods know I'm generally not a slacker when it comes to full-scale conversions (for my Rome Fortress mod I went and painstakingly translated every single word in the language list to latin, for example). I'm stumped at the moment though why the mod I'm working on continues to crash when starting fortress mode (it works fine in adventurer mode and legends).

So if you want to a) beta test the mod for me, and b) help me figure out why the crap it crashes (as there's no errorlog entry for it), I would be grateful. In sexy ways. I can upload the full modded game and PM a link to those interested.

45
DF Suggestions / Please please please give us wood temperature tokens
« on: August 02, 2008, 02:00:36 pm »
It would be nice to be able to do weird stuff to wood temperature, like make certain rare woods immune to fire or magma.

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