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Poll

What should I focus on next?

More plants.
- 6 (10.5%)
The other races.
- 12 (21.1%)
New materials.
- 9 (15.8%)
The language file.
- 9 (15.8%)
New creatures.
- 21 (36.8%)

Total Members Voted: 57


Pages: 1 ... 13 14 [15] 16

Author Topic: Norse Fortress Mod  (Read 40375 times)

highmax28

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Re: Norse Fortress Mod
« Reply #210 on: June 04, 2014, 04:12:52 pm »

How will this mod fare when toady updates DF next month? Just overhaul or copy-paste?
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Grim Portent

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Re: Norse Fortress Mod
« Reply #211 on: June 04, 2014, 05:14:52 pm »

Don't know really, I haven't looked into the changes that will be made to how the RAWs are arranged so I don't know what I'll need to change, if anything.

The mod is still small though, so it shouldn't take me too long to update it for the new version if it turns out to not work.
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highmax28

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Re: Norse Fortress Mod
« Reply #212 on: June 04, 2014, 11:23:21 pm »

Don't know really, I haven't looked into the changes that will be made to how the RAWs are arranged so I don't know what I'll need to change, if anything.

The mod is still small though, so it shouldn't take me too long to update it for the new version if it turns out to not work.
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Illogical_Blox

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Re: Norse Fortress Mod
« Reply #213 on: November 24, 2014, 09:21:41 pm »

Is this still being updated, or has it fallen by the wayside?
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StupidElves

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Re: Norse Fortress Mod
« Reply #214 on: November 25, 2014, 12:53:07 pm »

PTW
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highmax28

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Re: Norse Fortress Mod
« Reply #215 on: November 06, 2018, 10:38:16 am »

Poking my head in here wondering if this will be updated for the recent version of DF or if someone is willing to pick up the mod and do so (I would offer to do so, but I don't know how to mod, let alone update an existing mod)

I know this mod is probably abandoned, but I really liked this mod a lot and hope it gets updated. I feel that the recent changes to DF are PERFECT for this mod
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

TD1

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Re: Norse Fortress Mod
« Reply #216 on: November 06, 2018, 10:45:13 am »

I'd quite like to see it, too. Norse mythology and DF just seem to go together.
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scourge728

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Re: Norse Fortress Mod
« Reply #217 on: November 08, 2018, 10:22:06 pm »

Who knows, maybe something can be done with this mod (not by me, I've already got a bunch of projects

highmax28

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Re: Norse Fortress Mod
« Reply #218 on: November 08, 2018, 10:57:50 pm »

Who knows, maybe something can be done with this mod (not by me, I've already got a bunch of projects
I'm debating learning how to mod DF just to pick up the torch if I have to. I'm learning more and more about coding, so this shouldn't be too hard, but I don't wanna pick this up and mess everything up cause I don't know how to update mods or properly makes things work

It doesn't seem TOO hard, but I've been known to underestimate tasks

If I do pick it up, I won't be able to work on it until classes are done for the semester and even after that, it would be spotty when the next one comes up. At least it'll look good on a portfolio since I'm working to be in game development
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Enemy post

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Re: Norse Fortress Mod
« Reply #219 on: November 08, 2018, 11:56:14 pm »

It's not that difficult, this is a very easy game to mod.
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highmax28

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Re: Norse Fortress Mod
« Reply #220 on: November 09, 2018, 12:20:16 am »

It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Shonai_Dweller

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Re: Norse Fortress Mod
« Reply #221 on: November 09, 2018, 04:34:40 am »

It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
Use the notes in the dwarf raws for creatures and the wiki. Copy an entity from entity.txt and tweak for a new entity.
It's not coding. If you can read English, you can mod dwarf fortress.
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highmax28

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Re: Norse Fortress Mod
« Reply #222 on: November 09, 2018, 04:45:56 pm »

It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
Use the notes in the dwarf raws for creatures and the wiki. Copy an entity from entity.txt and tweak for a new entity.
It's not coding. If you can read English, you can mod dwarf fortress.
Look, I was asking for places other than the wiki cause I have no idea where to start and while the wiki is a good reference, its not exactly good for learning. If you wanna be rude, go tell off someone who ISN'T thinking about working on this

Example/help threads, I dunno. If I was an expert at finding out how to learn to mod, I wouldn't have asked
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Shonai_Dweller

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Re: Norse Fortress Mod
« Reply #223 on: November 09, 2018, 05:07:27 pm »

It's not that difficult, this is a very easy game to mod.
Other than the wiki section on modding, got anywhere a newbie can look to learn? As I said, I have SOME coding experience, so maybe in my free time (aka, when I'm on my lunch breaks at work) I'll give it a gloss over
Use the notes in the dwarf raws for creatures and the wiki. Copy an entity from entity.txt and tweak for a new entity.
It's not coding. If you can read English, you can mod dwarf fortress.
Look, I was asking for places other than the wiki cause I have no idea where to start and while the wiki is a good reference, its not exactly good for learning. If you wanna be rude, go tell off someone who ISN'T thinking about working on this

Example/help threads, I dunno. If I was an expert at finding out how to learn to mod, I wouldn't have asked
In the dwarf raws (raw/objects/creature_standard.txt, that's your hard drive, not the wiki) there are notes included by Toady (in English) on exactly what everything does. Combined with the wiki that's everything you need to know to make a new creature.

You can also ask questions on this forum. I wasn't being rude. it is actually written in actual English, not code. Unless you start using Dfhack (not needed for most normal modding) there is no coding. There is no better resource than the wiki and the instructions written in the raws themselves.

You'll need a text editor. Notepad should work OK. Notepad++ is recommended by some as a good alternative.
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Enemy post

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Re: Norse Fortress Mod
« Reply #224 on: November 09, 2018, 07:51:57 pm »

I'll second Shonai's advice. He really wasn't being sarcastic. I learned how to mod pretty much exactly as he describes.

I'd like to add that merging mods is also good practice. It works, but usually only after a bit of editing to get all the pieces working together without bugs. It also forces you to look closely at how mods of various quality are made.
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