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DF Modding / Re: Reactions?
« on: December 27, 2007, 12:04:00 pm »DF Modding / Re: Candy Mountain, Charlie!
« on: December 01, 2007, 04:51:00 pm »Perhaps a kitchen made of gingerbread too?
Mwahaha.
[ December 01, 2007: Message edited by: Teldin ]
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 17, 2007, 02:14:00 am »quote:
Originally posted by Hague:
<STRONG>How do you switch between playing dwarf and the other races, by the way?</STRONG>
In dwarf mode, I believe when you hit tab during the fortress location menu you'll eventually see a number of selectable civilization names.. not the race, just the random civ name. Personally I always just have one selectable choosable civ at a time so I don't have to guess which is which, or have each civ have very differing name possibilities: if a civ is called, say, "The Confederation of Sweaty Incest-Rape" and you're playing with Orcs and Dwarves playable, it's pretty obvious which race it is.
At least... I hope it's pretty obvious. :p
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 16, 2007, 11:57:00 pm »quote:
Originally posted by Balsis:
<STRONG>Is this topic the best place to download the most updated version of the mod? I'm not seeing orcs anywhere.</STRONG>
The OP has the new version, yes: I also removed orcs entirely, and replaced them instead with Azers, a kind of fire-dwarf, which can be played in adventurer mode only (for now).
To be honest I don't really know why I removed orcs :eek: I'll add them in again for the next updated version.
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 16, 2007, 11:55:00 pm »quote:
Originally posted by Hague:
<STRONG>Okay. I downloaded this mod, along with Zoo Mod 3 and Botany Mod. When I created the world and started to play, the game made my starting race Lizardmen... I'm not exactly sure why. They were all lowercase Ls. Very strange.</STRONG>
Did some of the creatures get overwritten? Zoo mod and Botany mod probably have creatures that are named the same as some from TM2 (which is getting a makeover shortly, by the way). Your best bet is to browse through the txt files that come with each and see if any are duplicated, then delete those entries before you gen a new world.
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 06, 2007, 10:22:00 pm »quote:
Originally posted by Thingy Master:
<STRONG>
For those not seeing this, Its got a tigermans body but a goatmans name and tile.</STRONG>
Woops! I missed that, it'll be fixed the next version. Yes, it's just a copy-paste of the tigerman entity. Thanks for the heads up.
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 06, 2007, 08:08:00 pm »quote:
Originally posted by Helmaroc:
<STRONG>Is it just me, or are purring hornets freakingly clumsy? Hmm... They seem harmless from a 2 tile distance, as they move about 1 tile per 5 turns.</STRONG>
Really? That's odd, they should actually move twice as fast as a standard rookie dwarf.. Hrm. They're set speed 500 (normal is 1000) and are fliers. Are its legs broken or something?
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 05, 2007, 09:45:00 pm »quote:
Originally posted by DDouble:
<STRONG>What is a deblocker and uncutter?</STRONG>
Deblocker lets you turn blocks of stuff back into its material components (ie. a block of iron will deblock into hematite) in the smelter. This lets you buy blocks of more useless metal from traders and deblock them to get better stuff.
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 04, 2007, 10:51:00 pm »quote:
Originally posted by Name Lips:
<STRONG>Further testing. It's definitely that file. I've tried deleting specific entries from creature_standard.txt to see if there was a particular entry that was giving me trouble, but that's not the case. If that file exists at all, I can't generate a new world. Even if the file is totally empty and contains no data whatsoever.But as soon as I delete that empty file, DF will generate a new world with no problems.
it doesn't like the creature_standard.txt file in your "backup" directory either.
[ December 04, 2007: Message edited by: Name Lips ]</STRONG>
That is... pretty weird. Hasn't happened to me at all. Are you sure it's creature_standard that's messing up and not creature_new? I don't think I really changed much of anything with creature_standard except one or two creature tokens..
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 02, 2007, 11:27:00 pm »quote:
Originally posted by Armok:
<STRONG>I have not downloaded to check, but it sounds you have been a bit... inspired... by my hornet mod, do I need to seek copyright before posting mods here?![]()
On the other hand maybe you came up whit this on your own, however I doubt it as this is the kind of situation were great minds do not think alike.</STRONG>
Honestly I didn't even remember your mod when I made it, it's not a hornet civilization or anything. It's just one big, crazy-ass monster that I added when someone mentioned they wanted more insects. Might be a good idea to check the mod itself before going on about asking for permission.
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 02, 2007, 11:28:00 am »DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 02, 2007, 09:57:00 am »quote:
Originally posted by Trukkle:
<STRONG>Hmm, just checking, but does the bladed crossbow actually use ammo?
I see in entity_default it has no [ammo] line tabbed in underneath it.
</STRONG>
Yup, the ammo is actually not important in the entity; it is defined in the object itself. The bladed crossbows use standard crossbow bolts. That entry in the entity bit is just the ammo that the civ can use. Tabs and spaces actually don't matter whatsoever anywhere in any of the raws (hence you could cram every token onto one big entry without line breaks if you wanted). I'd imagine Toady extra-tabbed it just to keep track of who's got the right ammos.
Have you actually met any of them yet, Metal Chao? These things eat dragons for breakfast.
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 01, 2007, 11:28:00 pm »quote:
Originally posted by Helmaroc:
<STRONG>Here's my problem:
1. I downloaded file.
2. I put all files (except readme and backup) into the raw/object folder.
3. I deleted all files in the save file except 'current'.
4. I opened DF and generated a new world.
5. I went to main menu, and selected adventure mode.
The game crashes during the importing world stage, if I try to play fort or adventure mode. Help!
Also, I've tried gen a new world, but it still crashes with the new one.[ December 01, 2007: Message edited by: Helmaroc ]
[ December 01, 2007: Message edited by: Helmaroc ]</STRONG>
Hmmmmmmmm. Did you have any previous mods in there or was it a stock 33d version? It seems to work just fine on my end using a virgin copy of 33d. Anything in errorlog.txt?
DF Modding / Re: Teldin's Mod 2 (released! Link in first post)
« on: December 01, 2007, 09:05:00 pm »quote:
Originally posted by Vanigo:
<STRONG>code::eek:</STRONG>[EXTRACT:dwarven cabbage juice:4:0:1]
[EXTRACTVALUE:820]
That's.. pretty weird. It's supposed to be about a quarter of that.
Oh well.
