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Messages - Lidku

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751
Mod Releases / Re: ROTMK - Mole People (Unofficial Add-On) v1.0
« on: November 11, 2019, 04:31:31 pm »
Ah its nice that ROTMK is getting some attention. It seems that the mod seems dead, but I hope not. Nice work!

Also what do you think of making the Mole People like Skaven from Warhammer Fantasy?

752
Alright, how do I defect from Uppland? I only did it to finally spawn in. How can we meet up to form Armok?

753
Yep I'm completely locked out for now. I've ensured that "Playing as [insert character]" is on the top right of my screen. Whenever I press a new settlement, it only shows "Details", but no way to spawn in.

754
I can't do anything because I chose to be a knight.. Is the player who made the initial offer needs to be active to confirm my allegiance? Until then will I be stuck in limbo?

755
Uh, how do I spawn in now?

756
Repirinted from the other thread:

If anyone wants to have (another) go with Might and Fealty now is probably the best time. Whoever was current king of Ascalon apparently spat the dummy and disbanded the entire realm and deleted all their characters. I don't know any more than that, but big chunks of the map are completely vacant. There's currently lots of space to set up new stuff or you could join nearby realms and carve out your own barony.

Which one is the Bay Kingdom?

In creator creation it only says Jamar, Evebavan, and Uppland

757
Well you are able to sneak in fast-travel. I think the all out inaccess on fast traveling through Evil Civ sites should be lifted, with emphasis on using sneak to get through the site without encounters. I also suppose entities that inhabit EVIL biomes just attempt to hunker down or try to avoid evil clouds when they spring up from an RP standpoint. Also now that I think of it, maybe the Trenches DO make sense, maybe as a underground byway to avoid whenever such a thing begins to pop-up.

758
The reason is that if you travelled you would escape all the evil clouds.

The issue however, is why are [EVIL] creatures not immune to said clouds?

Evil Civs barely set up shop in evil biomes. They usually make settlements in regular terrain types. Even then your adventurer could fast-travel through evil biomes anyway.

EDIT: Also the cloudes in evil biomes don't care for the alignment of any creatures. I think only Necromancers are immune to that cloud, but anything else, even if a goblin, get zombified if they make even one contact with it. The cloud is just an environmental danger accompanying the place.

759
Reading power levels and instant transformation doesn't work for me. I have DF installed and put in the scripts from the mod. How do I fix this?

760
Mod Releases / Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« on: September 22, 2019, 07:50:38 pm »
I don't know if you get this on your end also, but it seems the naming scheme for Abysmalls or particular Demons are bugged. I don't know if it has to do with the language txt, but they all have the same name Pleegel(?). I don't know if this is just a title though, because whenever I ask for details they tell their real name (Bannerleads something something for example) instead of Pleegel.

761
Mod Releases / Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« on: September 22, 2019, 06:52:29 pm »
I keep crashing when I attempt to attack an Abysmall camp that has occupied my retired Skeleton fortress in adventure mode. As soon as I approach the tents I crash. I try to fast travel to the (*) camps on the map itself, but crash as soon as I de-escalate from fast travel.


We then headed over to check on the brief fort I started, but got bored of since Skeletons walked too slow. I had noticed that it was destroyed and checking around with rumors, I had learned it was currently occupied. Interesting. This was yesterday. I had tried the whole day to attack the camp with my militia, but no dice. I went to my cousin's house for the day and came back, but there is still crashes no matter how many times I try to approach.

Spoiler: The Fort in question (click to show/hide)


Whenever I get to the edge of the camp, I only get to see one tent, but it crashes.

Spoiler: Edge of the camp (click to show/hide)

For reference the invading civ is from the creatures represented with an 'L'. The Abysmalls creatures with the multiple eyes. How do I attack the occupying army without crashing? (Also my character is a Legendary Fighter and the rest of my crew is. We can definitely handle all of them)

762
Is it possible to create secrets that allow you to summon [Stands] from Jojo?

763
For some reason, adventurers aren't allowed to fast travel through evil civ type sites. This is especially awkward if your a bonafide site member, but can't fast travel despite the guards and the villagers of the site not being hostile at all due to being in the same faction. Even if they are hostile, fast travel shouldn't be cut altogether at all- considering even if your hostile with other Civs with non-Evil Site types you can still fast travel through their holdings. It should be instead where if you attempt to fast travel through any settlement that is hostile to you, there is a chance of an encounter instead of being locked from fast-travel. This will significantly reduce tedium traveling through pits... As for Pits..

Why do Goblins (or any modded civ utilizing Evil Site type) have trenches in the first place? Why would they need trenches at all when this is a medieval style game. It should be replaced with watch towers or walls instead, or something else entirely.

764
Can quivers be renamed to "represent" other things? I think I remember for a fact some mods changed the name of pickaxes' to be drills. Also I hope in the future Toady would add some basic functionality for firearms.

765
Also a SS13 type of mod would be good aswell. It could allow futuristic factions, but also allow an explanation on how their all on one planet. Important resources like Plasma, Bananium, Bluespace, ensure all the galaxies Megacorporations are vying for control on the planet. Neat weapons like laser rifles and E-guns could be added aswell. Other factions (civs) that aren't Megacorporations can also make an appearance. The Spider Clan can be a skulking civ, Wizard Federation can be advanced siegers, Syndicate also can be a faction that act as the main 'antagonist' or you can be the Syndicate. NT will be like the 'Dwarves', the base faction so the speak.

The minor Megacorporations can be like the various human civs in a baseline unmodded game, randomly generated with corporate random cultures. They can be fully playable in Fort and Adv mode. For the evil level stuff, two cult faction-civs can be in place. One is the Blood Cult devoted to worshiping Nar'Sie. Mostly based on shredding flesh and dealing with blood. Another cult faction-civ could be the Clockwork cult devoted to whorshiping Ratvar, the Clockwork Justicar. They mostly deal in complex machinery like Dwarves do in dedicated to him. Both of these civs can be Siegers and Kidnappers in the gameworld.

The other types like the Changeling and Shadowlings can function like curses I guess? Like Vampires are? I don't know how Changeling can be pulled off, since when it absorbs DNA it can change into the face of that being. I don't know how it can be pulled off though. Shadowlings maybe can act like Necromancers? The 'Chrysalis' can simply be a tome and reading it can 'hatch' whoever does into a Shadowling. Maybe it can be done in the next update with intelligent 'Undead', since Shadowlings merely enthrall to gain servants, not killing and resurrect them.

What do you think?

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