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Author Topic: Rise of the Mushroom Kingdom: No new update...yet  (Read 251881 times)

IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #525 on: February 10, 2015, 05:27:26 pm »

"World building"
Now it's a good idea and cool for lore,but what i really want is a updated piranha plant guide.

Piranha plants aren't as complicated as I hoped to make them; the 'smart evolution' system never really worked properly so I eventually scrapped it.  Basically just buy a truckload of nipper spores at embark (they're cheap), pasture them somewhere safe, and let time take care of the rest.  They should be fully grown by the end of the year, and some of them should produce more spores a few months later.  Spores will take a while to grow (around 2 years), but you can simply keep them in the breeding area until they are done.  They will only reproduce once in their life, since they only mate during the nipper phase (unless this was changed with the new breeding system, I'm not sure if immobile creatures on the same tile can mate or not), so once they give birth you can pasture them out where they can serve as defense.

Hypothetically they are supposed to gain special abilities if they eat certain bugs in their nipper phase (fire beetle, snow flea, mud beetle, stink bug, and ink bug), but I'm not actually sure if this works.

Speaking of this, how many people here are playing fort mode as opposed to adventure?
I've been focusing so much on adventure mode that I've hardly even played fort mode in 40.x.  I honestly don't know if it's full of bugs, or if it works, or if it works but in weird ways...

Rydel

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #526 on: February 10, 2015, 05:45:02 pm »

I play fort mode exclusively, but I haven't had a chance to play since the last update, as I've been working on another project.

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #527 on: February 10, 2015, 09:54:13 pm »

Is there an easier way to get equipment for humans other than starting near moles and stealing their stuff?
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #528 on: February 11, 2015, 02:42:43 am »

Is there an easier way to get equipment for humans other than starting near moles and stealing their stuff?

Kill animals and make leather clothes from their skin.

Propman

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #529 on: February 15, 2015, 07:30:19 am »

Playing through the mod over the past few days (with the added inclusion of standard Dwarf Fortress races and creatures, as well as a few creatures from another mod), first as the toads, then as the Shyguys. Quite the show I must say, and to recant my story in brief:

The Tale of Sunbright; the Ill fated Hamlet

The toads and their settlement of Sunbright were nothing interesting, at first. Spent the first few years painstakingly erecting mushroom-shaped houses built of wood and clay, followed by apartments of brick and stone and finally a town hall. Gathering the vim for a pipe to the merchant was an arduous task; reckless oversight led to the death of a poor toadette who had overworked herself filling the jars with the vile yet essential fluid, and a graveyard was hastily constructed in response. Beyond this, after a year of work, the town eventually reached a state of balance, where everybody had a room, the Yoshis were fed, and the well brought clean water, with the fishing industry soon providing plenty of seafood to appease the populace. Petty requests were undertaken for small amounts of coin on occasion, but this was a comparatively unusual occurrence in proportion to the amount of effort made to access the market in the first place, with subsistence and trade with foreign civilizations and the local caravan being the primary source of commerce. The town was indeed little out of the ordinary,

 This all came to an end when a hopper (a mechanical creature modded in by yours truly; essentially a living industrial crane, like the type commonly seen in automotive factories) wandered in and started gruesomely disassembling things. Its first victim was a horse, no doubt simply minding its own business in the woods when the steel fiend decided to hunt it in a mockery of a predator devouring its prey. Of the citizenry, the first fatality was a field maid in the midst of simply gathering the fish lazily left behind by the anglers; her infant child was soon to follow. The local hero and the six yoshis as well as a couple buzzy beedles gleaned from trade were all called in to attempt to combat the mechanical threat, but they could do little as it proceed to pull the hero's steel spear from his hand and started to jab the party to death. The hero fell, as did four of the yoshis and both beetles, the remaining fleeing in fear. This devastated the local community, and little could be done as the seemingly invulnerable creature meandered near the riverside, waiting for more to fell in its illustrious quest.

Migrants came, unknowing of the foe that loomed before them. Steelcarnage the Hopper struck down five of them in its lust for murder, a sole toad managing to evade its wrath. By this point, things were looking grim as the morgue was overburdened (while some still had yet to find rest) and the townsfolk terrified. Expansion had been stymied in response to the threat and soon the streets were overcrowded with toads as the next group of migrant arrived; indeed, the hero was also a rather important carpenter, and without his guidance, the production of wooden planks and furniture had slowed tenfold. Without exceptional strength in numbers or material, the beast of steel remained untouchable; drastic measures would have to be taken in order to best it.

A clever trap was conducted by the local recorder whom mechanics was a secondary hobby: a brave individual, chosen to be the succeeding hero, was to lead the creature into a trap consisting of several cages operated to spring shut the moment the dreaded claw hopped into their position. It was a long shot, but imprisoning, and hopefully later carefully destroying the creature, for both revenge (something that the mushroom folk scarcely took pleasure dealing in) and access to its value in scrap, was well worth it in the minds of the toads,  as well as to ensure that it brought tragedy to no other individuals.

Yet as the saying goes, plans, as clever as they might be, rarely went true to accordance, and the designated hero found himself crippled as the hopper leaped into his position and mangled his legs with the bash of a weapon once brandished by his predecessor. Yet another unfortunate occurrence looked to be in the making, when a yoshi, one of the survivors from the initial defense, decided she could not bear to see another one of her friends lose his life. Mustering up her courage, the white creature threw an egg, which had once before proved to be ineffective against Steelcarnage's industrial grade frame. But indeed, she did not intend for the egg itself to harm the creature; it was the response, the hopper's clumsy attempt at evading the blow, that finally caused the iron monster to fall into the riverbed.

Heavy and inadept at aquatic living, Steelcarnage floundered in vain, soon finding itself washed downstream as it could not fight against the waves as fiercely as it fought against the toad settlement. The beast vanquished or, at very least out of sight, for a moment, it appeared that the region would, if not return to normal, at least find itself at peace once more. But Armok is a fickle god, and those under his domain could not wish to hope for such a reality without severely boring him, and the local koopas decided to launch their attack in a bout of insight. The crude militia composed in response proved unsatisfactory, the original hero having been the intended leader and teacher in the case such an event were to happen, and Sunbright fell after much vim had been spilled. The Mushroom King frowned upon hearing this story, his crumbling kingdom ever losing territory to the vile turtle men. He hoped the beanish, or the mole men, or the forces of nature, be they elf, fey, or bulbulb, would eventually push the aggressive adversary back before they got a larger foothold on the realm, but the latter tale would eventually go untold as the God of Blood's focus shifted on a new, much different world.

The Tale of the Fortress of Chewing; An Unlikely Alliance

It was the year five-hundred twenty in Shimmyspittle the Square of Dance, so named for the fact that the world was shaped as a large square, a small ocean bordering its corners as well as a smaller sea within its left corner the only things to break up the geometric pangea, as well as a larger crater near the centre which housed the majority of its mountain ranges as well as the bulk of volcanic activity. Many races withered and succumbed in the prior ages, either to the rampaging great beasts which roamed the earth in terriflying numbers, or through the warring tendencies of the so called renegade races, the ruthless goblins being at the helm, followed by the slimy goomba, the mystical koopa, the volatile bob-ombs, and the wretched biokuri, a race of slithering monsters which had entered the world through another dimension. Civilized society had been brought to its knees; the forces of nature were all but extinct, the last surviving beaninsh had turned on the peoples that were unable to defend their kind and took up residence in ominous towers, while the mole people and pianta hid in caves, as well as the ruins of the long since defeated dwarven race. Humanity and toad were left to fend for themselves against the barbarian hordes, under their folds the last few forest retreats containing yoshi that had yet to be scourged.

The races of the shadow too found this period a rough time to live by, but the harsh conditions from which they lived had tempered them such that they would not fall as easily. The squeaks, a seemingly diminutive race of rodent men, held the forefront, for it was their small size and craftiness in number that made them the most successful thieves of them all. Alongside them worked the mysterious shyguys, whose strange yet elaborate methods allowed them refuge against the forces of evil as they slowly worked to bide time in for decision of a proper response to the eventual situation. The bandits, humanoid offshoots of the shy, preferred to use simpler brute methods to get their way; said methods worked well enough against the civilized peoples, yet led to their ruin when the hordes counter attacked; but a single hillock remained of these curious specimens, ever worried that their enemies would find the time to finish what they had set to accomplished.

Joining them was the last of the fey, a race from a land far away, having figured out that civilized society would only lead them to the same fate as the elves and bulbs whom they once called kin, shifted allegiance to these shady beings, thieving off both their former allies as well as the vile foes which tempted this dire course of action in the first place. The kobolds, once recognized as the craftiest of all the thieving races, had long since been driven mad after continued residence in foul fortresses left abandoned by the hordes of darkness, having broken the sacred rules from which all the thieving peoples operated by and stealing from their former allies as well as the other factions. For this, they were excommunicated, and left to the mercy of the horde as it slowly began reclaiming what had once escaped from its grasp.

The year of 520 was a special time indeed, for it was at this time that the shy had finally come to an agreement on how to deal with the situation. Once denizens of an alien world which was rumored to exist only in subconscious dreams, The Renowned Strategy, the largest of the remaining shyguy "clans" (a term used loosely), would attempt to settle a fortress in order to access this mythical land. Through what exact means it was unknown, but the shy had promises of safety and endless food, of which they were sure to obtain in the case they managed their seemingly illogical task, so long as they managed to find the proper place to settle down. Though desperate, the other thieving races were understandingly skeptical, and all of them, even the withering bandits who doubled as their kin and knew of the sacred realm as well, refused to take such a risk as huge as to venture into the open, especially when they heard the decided area was to be situated near the range of not one, but three of the hordes' races as well as the remains of civilized society. Disheartened, but seven shyguys decided to risk their lives in order to make the initial trip, taking with them potato seeds as well as a few machines gleaned from the ruins of a biokuri factory, they being those which doubted the plan the least.

Halfway across the trip, The Greater March, the name eventually decided by the shyguy pioneers for their fellowship, came across a vicious frog man, like a civilized race spoke of in passing legend. But this frog man was not a scholar like the legends fortold; it was a primitive, brutish creature of little intelligence and a truly animalistic drive. The frightened shyguys were sure that their game was over as the frogog closed in on them, sickly secretions dripping from its shiny, gooey body. Yet before it creature attacked, the individual first took notice of the wagon the group had hastily abandoned in their attempt to flee the area. Rummaging through. inside the creature found robes, shoes, and masks; the shyguys' clothing, the outfit which defined both their appearance as well as identity. The frogog halted. It glanced at the strange outfit in curiosity, taking moments to look first at the clothes it held within its arms, then back at the shyguys who nervously gazed before it. After half an hour of observing, the frogog did something completely unexpected; it attempted to wear the mask.

At first, the creature tried placing the back of the mask in front of its head, the bronze object  repeatedly falling to the floor as it failed to fasten it onto its head properly. The shyguys, now thoroughly confused by their situation, silently contemplated on what to do. Though they spoke no words with each other, subtle gestures, unnoticed by any other race, were all they needed to properly communicate, and the shy guys started to move, three of the shyguys demonstrating how to properly apply a mask on one's self, grabbing attention of the curious frog.

 It glared, threatening to break its focus and return to hostility, until it started to become mesmerized by their repetitive action, their hypnotic movements slowly interfacing with the deep inner thoughts of its primal mind. The frogog first started wearing the mask, then the shoes, then the robes, until it had clothed itself much like the beings it was assaulting prior, now pacified and standing before the guys, outwardly appearing like an exceptionally tall, lanky shy guy. The creature, pacified, went off into the woods, leaving The Greater March to continue their journey, which they did in earnest, finally arriving to their destination in early spring, in near the end of winter within the region.

Having mostly lived their lives as thieves, the shy guys initially had little knowledge of how to run an effective settlement; that is, one they had not pilfered from previous owners whom had abandoned it. What food they had ran thin; the river was frozen, and there was little in the way of berries to forage. Digging into the hillside offered temporary shelter, but the shallow caves were both cold, dark and wet, and proved to be no place to store the supplies they had brought. Indeed, before they could settle a fortress, the shy guys had to see to it they simply survived the tail end of the winter. Chopping down trees and converting stone for building use in anticipation of building a crude stockade and keep, the shy were preoccupied with building a roof over their heads when a devious party of rhesus macaques descended on them; ironically intending to steal from the race of thieves themselves.

With little in the way to fend against them, the so called "Fortress of Chewing" as had been proposed the name of their future palace, seemed to be as much a dream as the legend it was forged from, the macaques making a beeline towards their remaining food stocks. It was then, in the distance, that a familiar croaking noise was heard. A horde of bitter-scented figures in robes and masks appeared on the hills, running down at full speed and engaging the monkeys in combat with their fists. Fifty frogogs dressed as shyguys pummeled the mischievous animals into submission, leaving six carcases ready for a fledgling meat industry. One of these frogogs, no doubt the one the group had encountered earlier, stood in front of the shyguys, staring down at it and making noises in a mimicry of their language. While all their supposed allies had decided to abandon them, it would appear, at least for a time, that the diminutive masked men had new allies to depend on. They dubbed them the Croaking Guys.



The latter story took much longer then expected to type out, so I had to cut it short for the moment, but in frank, I'm having quite the time with the Shy Guys. Here is a look at the current state of my fort, making use of their subconian architecture!

Spoiler (click to show/hide)

Issues found include:

-Toads will apply azoth to an already converted warp pipe section if its the nearest pipe available. Similar behavior occurs with shyguys and painting wood.
-Large ? Blocks have a chance of spewing absurd amounts of coins. One block revealed multiple stacks of 15000 coins at once, which when used in tandem with the slot machine, essentially obsoleted the shyguy's agricultural industry, as well as increased their wealth by an unreal degree.
-Pasta doesn't seem to work? I suppose that there is a specific type of milled grain that the recipe refers to, but none of the purchasable powders seem to fulfill the requirement.
-Keys gleaned from magical vases have quality modifiers and can even become masterworks. A shy guy will receive unhappy thoughts if the masterwork key they received disintegrates without being used.
-Dream furniture can be obtained without a subcon crystal, though its rarely beneficial to use in the first place other then to obtain a dream anvil.
-The intermissional shyguy squads available prior to village and later citydom will remain in existence despite becoming unavailable once the position obsoletes; the unit leader is kicked out, and any other shy-guys will remain in the unit until removed, after which said unit just uselessly floats in the squad screen, taking up a key bind.
-Bandits are replaced by shyguys in their entity file. Not sure if this was intentional, as the bandit creature still exists in the raws, but I changed them back in my version and slightly modified their sprites to make their eyes beadier, similar to their Yoshi's Story appearance.
-Frogogs are ridiculously cheap at one point a pop, allowing even an average starting embark to take up to 50 of the buggers at once. They make poor defenders against all but perhaps goomba sieges and wild animals, but their main theoretical use is in the meat industry, leaving about twenty units of meat a frog; far more then a plump helmet worth equivalent points.
-it appears that whatever biome giant mushrooms spawn in has absolutely zero Mario creatures naturally occurring within it during a cold climate. This makes initially generating coins difficult without butchering embarked creatures...like frogogs.

Other Notes:

In spite of what you say about mod specific humans refusing to take positions of power within toad civilizations, I've found that replacing them with standard Dwarf Fortress humans does the trick quite nicely; the toad civilization I played had a human king, while another had a human hero, who was a pump operator no less.

Interestingly, kobolds remain hostile to shyguys despite them by all acounts being in the same factional sphere. This is either hard-coded or might have to do with their utterances.
« Last Edit: February 15, 2015, 04:05:16 pm by Propman »
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #530 on: February 15, 2015, 11:14:33 am »

Nice story, and thanks for the feedback!  Seeing how this mod interacts with other worlds is always an interesting subject.  I was a little confused about the frogog thing, until I realized you were explaining why they tend to show up wearing clothes if you have them as pets.  Wait, why do they wear clothes?  They aren't intelligent... Oh, I guess that what the EQUIPS tag does.  Makes sense.

I've finally started to focus on fixing up fort mode, so it's good to know about those kind of bugs.  Only thing I'm confused about is the 'large ? block bug'.  It looks like you may have done an 'open box' reaction with an item type that is usually measured with product dimension, like a bar... but how did you get a ? block bar?

Propman

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #531 on: February 15, 2015, 02:03:25 pm »

All the blocks I used were of the cut gem variety, gleaned from squeek caravans among their piles of cut gems. The offending block was a <<large ? block oval cabochon>>, which one of the shyguy gem cutters had decorated with some smaller gems prior to it being opened. It released no less then 5 stacks of 15000 coins at once, a jack pot if one were ever to be seen!
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IndigoFenix

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #532 on: February 15, 2015, 03:32:21 pm »

All the blocks I used were of the cut gem variety, gleaned from squeek caravans among their piles of cut gems. The offending block was a <<large ? block oval cabochon>>, which one of the shyguy gem cutters had decorated with some smaller gems prior to it being opened. It released no less then 5 stacks of 15000 coins at once, a jack pot if one were ever to be seen!

That's...really strange, I have no idea how that could happen.  I guess I'll add DOES_NOT_DETERMINE_PRODUCT_AMOUNT to the blocks, hopefully that will keep things in a one item -> one reaction proportion.

Propman

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Re: Rise of the Mushroom Kingdom Update 0.48: A More Colorful and Populated World
« Reply #533 on: February 16, 2015, 07:39:13 pm »

Playing around with the shyguy's dream objects more, I've noticed that while it is feasible to use them for an early fortress (or presumably a fortress starved of resources, such as in a glacier), attempting to rely on them for long term furnishing causes severe amounts of lag and a drop in FPS as the game calculates each and every object's decay rate, making it imperative that one halts their dream industry as soon as possible.
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IndigoFenix

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So, I had a thought when considering some of the races in the mod.  Some of them are kind of obscure, showing up in only one game or something, and I thought maybe they shouldn't be in the mod if other obscure races weren't...

So I added all of the races in the Marioverse.  All of them.  Okay, maybe not all of them, but many more than should be necessary.  Brocks?  Okay.  Pi'illos?  Sure.  Cragnons?  Why not.  Hooskis?  Throw 'em in.  Even Ratooeys, despite there being only two of them in the entire series?  Ahaha.  Using population limits, many of the races will remain small in number and many will die out quickly in worldgen, but every world is different and some surprises may crop up...

Anyway, that's enough of adventure mode for now.  I finally started fixing up fortress mode!

First off, since stacks have been fixed, coins don't need to come one at a time anymore.  Enemies containing more than one coin will drop coin blocks instead, which can be opened up to get the coins, nicely stacked.  Make sure to set up an Unpacking Station to unpack these coins.  ? blocks will also use the Unpacking Station.  This will all work automatically.

For Toads, vim extraction now takes place in a special building, the Vim Extractor, and uses the Plant Processing labor.  Vim extraction is less dangerous than it used to be, it is very rare for a Toad to be killed by a single extraction.  Multiple extractions will still kill them, so make sure to rotate your workers.  Warp pipes are produced in their own building, as well, the Pipe Factory.  Each pipe type is created separately now, so you can't easily convert one pipe to another.  You will need one 'local warp pipe' and one pipe specific to the location you are connecting to.  The pipe buildings themselves are now in the furnace menu.

One kind of warp pipe, the Stone Mines pipe, has been adjusted significantly.  It works through a new, experimental 'abstract exploration' system.  Basically it uses item reaction products to produce 'reports' that determine where the worker is in an abstract mine, so you won't just get random stones, finding stone of one type will mean that you will usually get more of the same type, or find a kind of stone usually found in or near that type of layer.  Basically it makes mining by warp pipe roughly similar to what you would find in a 'real' mine, which is handy if you embark on an aquifer.  You can even find veins or clusters of ore (if you're lucky), and even reach adamantine (if you're REALLY lucky).  No gems yet, but certainly possible later.

It is only a bit of a novelty here, but will probably be applied to great effect for Shyguys (who I have not yet begun to work on) for a dreamworld exploration system (maybe even finding easter-egg items from other game universes).

Koopas can no longer withdraw into their shells - it seems that withdrawing is bugged to game-breaking levels, where koopas will withdraw and not come out, starving to death.  The deaths caused by this bug is probably more than those withdrawing prevents.  Better they die in battle than die through stupidity.  Also, koopa nobles have been fixed up.

EDIT: Oh right, badges!  Badges (well, actually they're called 'magical amulets', because they are actually amulets) are rare items that you can use as an adventurer or in fort mode with the 'rub a magical amulet' reaction.  They will create an effect that affects the entire population for one season (usually raising one or more attributes, although more interesting ones exist).  You may need to run the reaction several times for the effect to work.  Badges can be used as much as you want, but you can only have one active at a time.

Currently the only way to gain badges is to find them in ? blocks.  I'd like to make certain races sell them, but for some reason I can't get them to produce 'crates'... not sure why.

Rydel

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When you do get trade working for badges, the Doogan are the obvious first choice for them.

Propman

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While Rydel works his magic for the sudden influx of critters, I've selectively made a few sprites for the brocks and the spri- er, one of the hidden races. The brock sheet isn't exactly a full set, but it should be enough that you wouldn't notice too much in fortress mode.


(name "graphics_brock.png", and save the text file as "graphics_brock")
Code: [Select]
graphics_brock

[OBJECT:GRAPHICS]

[TILE_PAGE:PROP_BROCK]
[FILE:graphics_brock.png]
[TILE_DIM:16:16]
[PAGE_DIM:7:1]

[CREATURE_GRAPHICS:BROCK_MW]
[DEFAULT:PROP_BROCK:0:0:ADD_COLOR:DEFAULT]
[STANDARD:PROP_BROCK:0:0:AS_IS:DEFAULT]
[CHILD:PROP_BROCK:1:0:AS_IS:DEFAULT]
[TRADER:PROP_BROCK:2:0:ADD_COLOR:DEFAULT]
[MERCHANT:PROP_BROCK:2:0:ADD_COLOR:DEFAULT]

[GUILD_REPRESENTATIVE:PROP_BROCK:2:0:ADD_COLOR:DEFAULT]
[MONARCH:PROP_BROCK:6:0:AS_IS:DEFAULT]

[RECRUIT:PROP_BROCK:3:0:AS_IS:DEFAULT]
[WRESTLER:PROP_BROCK:3:0:AS_IS:DEFAULT]
  [SWORDSMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [AXEMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [CROSSBOWMAN:PROP_BROCK:5:0:AS_IS:DEFAULT]
[MASTER_WRESTLER:PROP_BROCK:3:0:AS_IS:DEFAULT]
  [MASTER_SWORDSMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [MASTER_AXEMAN:PROP_BROCK:4:0:AS_IS:DEFAULT]
  [MASTER_CROSSBOWMAN:PROP_BROCK:5:0:AS_IS:DEFAULT]

« Last Edit: February 21, 2015, 07:39:27 am by Propman »
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Rydel

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I've updated the graphics sets.
I also found some issues that may have been causing some creatures (mostly desert creatures) to not show up properly and corrected that.

Currently, the Pi'illo only use a single graphic.  I plan on making a larger set for the new standard races later, probably to be included with the next update.

A Spoony Bard

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I don't know if this has been mentioned before, or is impossible to implement, or very unbalanced, but it would be extremely nice if the Goombas that Koopas can embark with would work as haulers. It would provide a decent alternative to the Koopa's slow hauling speed, and make starting a new fort significantly less tedious.
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Rydel

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I think in order to do hauling, they'd need to be full civ members, which means that they'd need to be a caste of Koopa, with all the associated weirdness, like Koopas giving birth to them and vice versa.
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