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Messages - Stalhansch

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1
Mod Releases / Re: Stal's Armoury Pack [43.05] [Armoury v1.9]
« on: November 12, 2016, 01:21:41 pm »
Updated to 43.05 with an array of changes accumulated over the last year. Fun times.

Fortress mode hasn't been extensively tested, but I can't imagine there being any major issues present.

2
Mod Releases / Re: Stal's Armoury Packs [40.14+] [Armoury v1.8]
« on: April 26, 2015, 01:24:39 pm »
How nicely would this mod play with Jake's Black Powder Firearms, would you know?

I have no prior experience with the mod, but having looked at its files I can tell you that the guns have incredibly high stats and my armours would do absolutely nothing to protect from them.

Other than that there should be no file conflicts, save for having to manually edit the entity file.

3
Mod Releases / Re: TribalFortress Mod v1.3 [40.24]
« on: April 22, 2015, 06:03:46 pm »
Gloves, gauntlets and mittens are fairly complicated garments, and as far as I can tell they simply weren't around 10000 years ago.
I'd have to disagree. Tanning skins, weaving cloth and sewing outfits were all done to some skillful degree more than 30 thousand years ago. Shoes and gloves would have existed for quite some time, especially in colder climates. That's not to say they would have been as advanced as they are today, but, I'd wager they still would have been around. Covering one's hands isn't exactly an advanced concept, after all.

4
Mod Releases / Re: TribalFortress Mod v1.3 [40.24]
« on: April 21, 2015, 05:41:59 pm »
I thought you were just doing vanilla DF, but instead of 14th century you play in the stone age?
That was the intention, but, I don't feel simply changing what weapons are made from is enough to justify the theme. I'm going to try and devolve civilisations and creatures prior to what they might have been if you were to retract 9000-10000 years, and a lot can change in that amount of time.

Also, thank you for the information. It is very helpful.

5
Mod Releases / Re: TribalFortress Mod v1.3 [40.24]
« on: April 21, 2015, 05:43:02 am »
What do you mean with impression? And which bugs are you trying to circumvent?
I don't feel that goblins really have a place in the mod other than to be an extra aggressor. I can't think of any ways to mess with their social order (or lack thereof) or their whole Dark Fortress/demon spires gig that would make them seem any different from vanilla DF. I've considered punching them down to a level just above kobolds in their behaviour and replacing them with a more interesting entity, but I don't know if it's possible to disable the slade spires.

DF bugs that have thus far given me trouble:
- bone stacks used in reactions (not too bad, really)
- custom reactions not producing proper 'right' and 'left' gloves
Small things that haven't had too large of an impact. It was a matter of being unaware of them until I'd already put the work in, and then having to undo it.

6
Mod Releases / Re: TribalFortress Mod v1.3 [40.24]
« on: April 21, 2015, 02:16:20 am »
Dwarf Fortress's bugs are pretty annoying to work around too.

I'm at a bit of a loss as to what to do to make goblins give more of an impression. Suggestions are welcome.

7
Mod Releases / Re: TribalFortress Mod v1.2 [40.24]
« on: April 20, 2015, 03:46:13 pm »
did you get your hilarious mistake all sorted out Stalhansch? ps, have you considered having your mod prepackaged. Ie, having the raws in a up to date version of dwarf fortress, with maybe phoebus or ironhand graphics. just a suggestion? ps, i really like the concept of your mode. For instance i like bone armour(plus bone and stone weapons), which is why i like giving bone armour to my hunters. I hope your mod goes from strength to strength, Stalhansch. ps, with all the different dwarf fortress mods i have on my laptop, i have about six different forts on the go, at the moment.lol
Yes, all of the major oversights should be fixed, especially with the next update. No, I hadn't considered prepackaging; I don't see the advantage. I'm glad you like the mod. I'm going to be trying to expand on equipment gradually as I develop it.

Far easier than making reactions for bone armor, add [BARRED] to the items. This automatically adds them to the craftsdwarf/bone menu.
I'm aware of the [BARRED] tag, but it doesn't allow for more demanding resources as far as I can tell. Most equipment is planned to have a multi-step production process.

8
Mod Releases / Re: TribalFortress Mod v1.2 [40.24]
« on: April 18, 2015, 11:46:31 pm »
Turns out making reactions out of bone material is pretty annoying.

9
Mod Releases / Re: TribalFortress Mod [40.24]
« on: April 15, 2015, 06:57:42 am »
Are there plans to introduce new types of prehistoric animals?

There were a couple of mods like this a while back, not sure how easy it would be to port the creatures from them. But you might be interested in looking at kobold camp, because the end result is similar: Low-tech surface dwellers with little tech.
Yes, I have plans to include (or possibly 'devolve') some animals to spice things up. I hadn't noticed any other 'stone-age' attempts beside Kobold Camp, though, so I figured I'd give it a shot. I'll have to dig those up and see what they have in the way of inspiration.

I did look at Kobold Camp once before and noticed a lot of similarities to my own work, but I feel the two projects' goals are fundamentally different.


Also, I found a hilarious oversight in the release of this mod that might've made the major features completely unavailable. Apologies to anyone that couldn't actually do anything. Always triple-check your work, folks.

10
Mod Releases / Re: Stal's Armoury Packs [40.14+] [Armoury v1.8]
« on: April 14, 2015, 10:43:12 pm »
Alright, first update to Armoury in a while. At this point I think Armoury is about done. I've run dry on how else I could improve it without taking it in a different direction entirely. I'll probably be leaving it alone unless someone finds some flaws or provides feedback as to what else I could do to improve it further.

I'll be looking into a new era/culture to start a pack for since the stone-age idea spiraled into something much larger than I originally intended for it to be.

11
Mod Releases / Re: TribalFortress Mod [40.24]
« on: April 14, 2015, 05:13:47 pm »
hhmmmm. An intriguing looking mod. does it come with a manual explaining all the new features and workshops?

Not yet. At the moment things are relatively simple to figure out (in my opinion). I do have plans to make things much more intricate and difficult, however, and I'll include information in the readme.

12
Mod Releases / Re: Stal's Armoury Packs [40.14+] [Armoury v1.7]
« on: April 14, 2015, 06:22:27 am »
Due to future plans for expanding on my armoury packs I've decided to move my stone-age mod over to this thread.

13
Mod Releases / TribalFortress Mod v1.3 [40.24]
« on: April 14, 2015, 06:13:01 am »
TribalFortress
version 1.3
Download



What is TribalFortress?
TribalFortress is an ambitious mod for Dwarf Fortress that attempts to set back the clock to a time before civilisations were united and broken under thrall of autocratic rulers. Metalwork has yet to be discovered, civilisation lays on the mantles of scattered chieftains, and combat is ever more harsh and devastating. It is left up for the player to decide whether the future of their tribe is carved into the winding depths of a muddied cave or built up from the surface into what may become a sprawling townscape.

Notable Features
Fortress Mode:
- Play as humans
- Metalwork removed; utilise stone and bone weaponry
- Dense stone rendered undiggable
- Kingdoms abolished; tribal chieftains reign supreme
- Revamped nobles; new administrative titles and positions
- Many new items with new workshops and processes to create them

Adventure Mode includes all main races playable and the ability to craft many pieces of equipment from scratch.


Updates:
v1.3:
- All weapon-grade stones and gems now have individual production reactions; bars now stack properly in stockpiles.
- Weapons and ammunitions have had their reactions changed to respect the new reactions; ammunition now stocks properly in stockpiles.
- Moved the "collect water" reaction to the new Welled Spring; can currently be built anywhere.
- Processing drinking water at Kitchens now also requires a wooden log.
- Material value of dwarven alcohols increased to reflect their exclusivity.
- Material value of leather increased to reflect danger of acquisition.
- Production of weapons and armours now requires additional components; applied to Adventure mode reactions. (see the readme)
- Arm and leg guards can now only be made from leather at a Leatherworks. (a bug in DF screws with custom glove/shoe reactions, evidently)
- Granted dwarves a superior war hammer; removed hunting spear from their arsenal.
- Granted humans a superior war spear; removed hammer from their arsenal.
- Granted goblins a superior war axe; removed long spear from their arsenal.
- Elves now only use clubs for melee weapons.
- Changes to entity ethics. (to be expanded on further)
- Replaced "executioner" position with "champion" with combined responsibilities; upgrades to "hero" by chieftain. (leads demonstrations while decapitating criminals--what could go wrong?)

Spoiler: Past Updates (click to show/hide)

Note:
This mod is currently in early development.
Features may not be fully implemented or polished.
Constructive criticism and suggestions are greatly welcome.

14
I've had several hardware malfunctions since December, but, I'll be getting back to this soon enough.

15
Huge update for the Prehistoric pack--now called Neolithic. It started off as a small mod but quickly became a monster as I continued working on it. It might even warrant its own thread soon.

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