Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 14

Author Topic: [50.01] All Races Playable mod  (Read 121088 times)

Stanners

  • Escaped Lunatic
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #30 on: December 08, 2014, 10:49:37 am »

The link is dead...  :(
Logged

UnicodingUnicorn

  • Bay Watcher
  • Competent at Incompetency.
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #31 on: December 08, 2014, 11:23:28 am »

No, it's not, I saw it in I think the wasteland mod. You need some special tool to edit the files though.
Yep, the localisation patch.
Logged
I do stuff, I guess

palu

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #32 on: December 20, 2014, 05:45:58 pm »

No, they're no in the executable, check the data/announcements and data/dipscript folders.
Logged
Hmph, palu showing off that reading-the-instructions superpower.
The internet encourages thoughtful, intelligent discussion and if you disagree I hate you.

dehimos

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #33 on: January 28, 2015, 02:37:20 pm »

Hi, I have troubles with goblins: the immigrants are few or stop coming. I think it's because of my poor trading.

But to want to try, there are civilizations that have no metal, so test to see if you'll anvil.
« Last Edit: January 28, 2015, 05:07:12 pm by dehimos »
Logged

ptb_ptb

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #34 on: January 29, 2015, 03:31:52 am »

For anyone wanting to try this in DF 0.40.24 there is only one tiny change in creature_standard.txt between DF 0.40.19 and DF 0.40.24

Search for
[CDI:ADV_NAME:Breath fire]
and replace with
[CDI:ADV_NAME:Breathe fire]
Logged
()==[:::::::::::::>

ptb_ptb

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #35 on: January 31, 2015, 05:37:41 am »

Hey there, is this mod on hiatus or is it possibly going to be updated some time?

Anyway, I have a few suggestions: I think Artifacts should be a Dwarf thing. I don't know if it's possible to change that in the raws, but not having strange moods with other races would make dwarves more clearly different. Artifacts are as much a disadvantage as an advantage in many ways.
Logged
()==[:::::::::::::>

Cryxis, Prince of Doom

  • Bay Watcher
  • Achievment *Fail freshman year uni*
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #36 on: February 01, 2015, 02:06:37 am »

Can you recurve migrants of seperate races into your fort

Ex:start a human fort and receive a migrant wave of dwarves and elves?
Logged
Fueled by caffeine, nicotine, and a surprisingly low will to live.
Cryxis makes the best typos.

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #37 on: February 01, 2015, 12:14:55 pm »

Can you recurve migrants of seperate races into your fort

Ex:start a human fort and receive a migrant wave of dwarves and elves?
No. Even if you coould somehow it wouldn't work properly because you can't have creatures other than the type that founded the fortress be citizens of the fortress. If you somehow manage that as well, they won't be able to do anything because you can't enable labors on them and they'll just sit around and do nothing, unless they had fishing skill when they entered your fortress in which case they will fish for you, I think hunting might work too. That's the only use for them though.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Cryxis, Prince of Doom

  • Bay Watcher
  • Achievment *Fail freshman year uni*
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #38 on: February 01, 2015, 01:21:07 pm »

Darn

I always thought it would be cool to have a multiple race fort
Logged
Fueled by caffeine, nicotine, and a surprisingly low will to live.
Cryxis makes the best typos.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #39 on: February 01, 2015, 01:29:59 pm »

I always thought it would be cool to have a multiple race fort
Hold out for the next version of DF. You will probably be able to have semi-permanent visitors at least. Also, I think some of the dfhack commands can be used to get intelligent beings to behave as your fortresses 'pets' and they can (I think) be given jobs to do.
Logged
()==[:::::::::::::>

Cryxis, Prince of Doom

  • Bay Watcher
  • Achievment *Fail freshman year uni*
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #40 on: February 01, 2015, 01:33:18 pm »

On that
Are there pets that can actually do work? I've seen the 'this animal can not work' thing and always wondered if there were any that actually could

Besides hunting/war animals assigned to protect dwarves (that's what I use them for anyways)
Logged
Fueled by caffeine, nicotine, and a surprisingly low will to live.
Cryxis makes the best typos.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #41 on: February 01, 2015, 01:44:28 pm »

I'm just going by the readme

"Foreign sentients (humans, elves) can be put to work"

but it may not be accurate.
Logged
()==[:::::::::::::>

dehimos

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #42 on: February 04, 2015, 03:58:51 am »

For anyone wanting to try this in DF 0.40.24 there is only one tiny change in creature_standard.txt between DF 0.40.19 and DF 0.40.24

Search for
[CDI:ADV_NAME:Breath fire]
and replace with
[CDI:ADV_NAME:Breathe fire]

Thanks, for now, no problems.

I agree with artifacts. I think goblins should have just armor or weapons, and elf... wood?

About mix fort, I agree too. The goblins have only goblins and that's a problem when they don't eat or drink but have cooks and farmers.

The goblins have other problem: the troll is not a pet but work like one. I added:

   [PET_EXOTIC] [TRAINABLE]

In creature_standard.txt.

Logged

Cryxis, Prince of Doom

  • Bay Watcher
  • Achievment *Fail freshman year uni*
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #43 on: February 05, 2015, 08:51:06 am »

I'm just going by the readme

"Foreign sentients (humans, elves) can be put to work"

but it may not be accurate.

Maybe we can get slaves?
That would be awesome
A fortress with all military dwarves that are taken care of by elven slaves
Logged
Fueled by caffeine, nicotine, and a surprisingly low will to live.
Cryxis makes the best typos.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: [0.40.19+] All Races Playable mod
« Reply #44 on: February 11, 2015, 04:53:28 am »

If you play humans with this mod they don't automatically have anvils available. If their civilization has no iron, you will have to rely on dwarven caravan trading or cheat to get an anvil.
Logged
()==[:::::::::::::>
Pages: 1 2 [3] 4 5 ... 14