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Curses / Re: Terra Vitae Mod (version 1.0 released!)
« on: September 21, 2016, 12:37:30 pm »
Shouldn't Western influe on Amerindian rights?
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SVN and git are incompatible. Whichever repository you fork from, you'll want to be familiar with the command line prompt.
That is: TortoiseSVN should work for sourceforge, and be irrelevant for the github repository.
Which version, between the one on Github and the other on SVN, should I use for modding?I recommend the Github, since the SVN one hasn't updated in a while.
Hello,
I would like to mod vegetal sources for milk and wax and I would like to know if both are hardcoded for only be linked to creatures.
Thank you for your help.
I think you could subsitute milk with juice, and refer to it as milk (I.e. Jumbally Plant Milk). As for wax, I honesty have no clue.
I believe that you should start off with access to the abandoned buildings (factories and whatnot.) If not, it's probably a bug.
Barring that, if you do enough illegal stuff at the crack house, you can use it as a safehouse on par with the homeless shelter, save that I think you can upgrade it (not sure on that one.)
Property statuses needs to be settled, and should maybe divided between chattel and real property:
Real property
Real property would include land, buildings and any thing permantly bound to it, such as serfs (slaves bound to a plot of land), workshops,
some cattle,
- Absolute property: The owner is absolutely propertary of his stuff
- Collective property: The land belongs to the covilization/tribe/city/village, and the owner only has rights to use (usus and fructus, as said the Romans) - Tribals should be able to use only this law
- Fee tail allowed: Land can be entailed so that they only pass to the descendents
- Feudal allowed: The owner receives rights of uses from the local lord in exchange for services such as military service, cash or tributes, and can lose his land according to the title granting him usage rights and the local customs
Chattel property should include any thing moveable and able to be appropriated; it should be subjected to the same kinds of laws as real property (a civilisation could have land only owned collectively but chattel absolutely owned)
Absolute Property laws are nonsense, there can be no such thing as absolute property laws since the very fact that it is a law means that the property they claim to own falls under the property claim of some collective entity in the first place (No2). If they are making laws to establish something as somebody's absolute property then all they are doing is choosing to pretend to alienate their own collective property, except that to do so would place it outside of their legal jurisdiction so their own laws on absolute property would no longer apply; in other words the ability to decide the legal status of the property means that the collective entity actually owns the property. The last two are more or less redundant, the third one is not a type of property but instead a succession law for private property held by an individual.
The fourth is not a law a such, feudal systems were contracts by which collective property is handed over to individual tenants as part of a contract not a central legal imperative decided on a societal level. There was never any legal requirement on the overlords to run things that way, the overlords ruled over collective property (No2) and distributed it over to private individuals on leaseholds in order to get stuff back. There was also no legal obligation in the reverse since the overlords control the legal system prior to anything else, effectively meaning that there is effectively no way that anybody would ever manage to challenge the overlords for any land that was explicitly held on a feudal basis should they decide to terminate the feudal contract with them.
#1 is done.
Simple, but sweet. I especially like the idea of being able to brew Rum and Gin. I'll have to remember to try this.
However, it does not seem fitting for a fantasy/medieval setting to include rapeseed. The plant is a weed and insects won't even eat it. Several decades ago, when rapeseed products were first introduced to the market, people got sick. They found out that it contains a toxin and they stopped using it for a while. Yes, we do see rapeseed oil in a lot of products today. But they genetically altered the plant (now called "Canola") to remove the toxin. I highly doubt dwarves have that capability.
BTW: Your file listing on DFFD is missing a link to your forum thread. Most DFFD listings put the link to their forum thread in their "Home" page field.
A forum link is an appreciated time saver. Some of us search for new mods via DFFD, rather than through the forum. But the forum thread often has a lot of detailed info that the DFFD file listing lacks. And, sometimes, players will want to give the mod creator feedback or ask a question.
Hi ,What are you missing?
I'm wondering , does a mod focus only on criminal activities exist ? Because if this game could a little bit the political stuff and replace it with criminal stuff , we would have a great game too.
If impossible , does a game looking alike LCS and with the same quality exist ?
Murder? Check.
Tagging? Check.
Drug running? Check.
Gun running? Well, I mean, technically... check
Burglary? Check.
Kidnapping? Check.
Racketeering? Uh... wait, let me google that... surprisingly, also check.
Bank robbery (holdup?) Check.
Bank robbery (ninja style breaking into the vault?) Check.
Credit card fraud? Check.
Nuclear terrorism? OMG, Yes! (warning: 90% less cool in-game)
Oh, and prison breaks.
If impossible , does a game looking alike LCS and with the same quality exist ?
Kinda similar: Gangters: Organized Crime.
Doesn't work in Windows 10, if you happen to have it.