Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 69 70 [71]

Author Topic: [⊕ Dark Ages III: War & Mythos ⊕] Vanilla + Horror [v38][44.12] Advanced Worlds  (Read 190317 times)

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com

Sorry about that, replacing the raws with originals should restore it: https://www.dropbox.com/s/4q8gmzzne6y24u8/aspirit_restore_fix.zip?dl=0

I backed up the save before replacing them.

I just updated to v37h which only features changes we discussed. No version info. changed only the posting date. Thanks for the screenshots, you made a pretty epic fort already..

I'll update files and try to make an even better fort by trying to take into account how sensitive dwarfs are now. Did you by chance also adjust the custom world gen options?

I did not update advanced world parameters yet, when I do I will call that v38. You would get more FUN! using them, if you can manage to gen a world 130-150 years or so. If you want to hold off for the update, that's fine. I will try to make it asap.
« Last Edit: October 25, 2018, 07:29:02 pm by GM-X »
Logged
Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/

perkel

  • Bay Watcher
    • View Profile
Re: Dark Ages III: War & Mythos Vanilla + Horror [44.12] [v37g]
« Reply #1051 on: October 26, 2018, 02:35:42 am »

Most features of DFHack should work, but possibly not world gen. I will upload the long overdue [44.12] Start Pack this week.
[/spoiler]

Thanks. Waiting for starter pack :)
Logged

SageHeist

  • Escaped Lunatic
    • View Profile

Hey I was trying to mess around with adventure mode and warwolves. I've looked around the raws but cannot find anything on them or werewolves. I literally just want to change their ability to see in the dark a bit and make a cave version of them. But I can't seem to find them in the raws except for the curse. Are they under a different name or something in the raws or am I just not understanding the raws enough. I am extremely new to modding and had tried to mod in a creature from scratch and failed. Or used a human as a base. So I was going to start small and just edit an already made creature and war wolves happened to be the ones I was most interested in right now.
Logged

HumanScholar

  • Bay Watcher
    • View Profile

Just popping in to let you know that the Wiki seems to be down. If it's not one thing, it's another, isn't it! Thanks for all the work you put into this; will be trying it soon.
Logged

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com

Hey I was trying to mess around with adventure mode and warwolves. I've looked around the raws but cannot find anything on them or werewolves. I literally just want to change their ability to see in the dark a bit and make a cave version of them. But I can't seem to find them in the raws except for the curse. Are they under a different name or something in the raws or am I just not understanding the raws enough. I am extremely new to modding and had tried to mod in a creature from scratch and failed. Or used a human as a base. So I was going to start small and just edit an already made creature and war wolves happened to be the ones I was most interested in right now.

Hi SageHeist, I can confirm they are in there in the FDII raws.

Just popping in to let you know that the Wiki seems to be down. If it's not one thing, it's another, isn't it! Thanks for all the work you put into this; will be trying it soon.

Thank you for reporting this. Yes, it's a mystery I've yet to investigate. Until then here is the old webpage links:

http://adventrpg.com/warandmythos-lore.html
http://adventrpg.com/warandmythos-races.html


Dark Ages III: War & Mythos [44.12] [v38] [64-bit] has been released.
  • DA:III advanced world parameters should be consistent and stable again on default end Year-155 or later
  • Ancestral Spirits have been removed from the game as they were not working as intended
  • Banshee no longer fly
« Last Edit: November 05, 2018, 07:46:46 pm by GM-X »
Logged
Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/

GM-X

  • Bay Watcher
    • View Profile
    • AdventRPG.com

Quote
11/28/2018: Toady One: Worldgen corruption is underway. It seems pretty clear it'll fulfill its function in preparing a fertile ground for villainous network building, as the various petty actions are tracked and ongoing. Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail. (It needs more work to be a good-enough model for crime, but it works for now.)

For the record, the first corrupt person in Dwarf Fortress was Irne Locksnarl, a human from Postrushed. He was a miner, then a bard, but when the opportunity to become the chief chef of the entire kingdom opened up, he took it. After being tempted several times over the years, finally, after fifteen years in the job, Irne began scheming a bit extra out of the kitchen budget. One can imagine a few things a villain could do with that information. At least, that'll be our job next month, heh.

We've also moved profaning temples under this framework (up to this point it has been completely random), and we've also added business rivalries leading to sabotage, gambling problems, and related w.g. activity. That's almost all we need! Another look at religion, and we're ready to revisit villains.

The Irne Locksnarl Effect!

Villains and corruption will have a big impact on DA due to the many thriving monstrous, vampire, and werebeast strains already leading double lives in the world... Adding these to the (long time coming) vanilla magic system should make for a huge number of possibilities. Profaning temples becoming less random may lead to corrupt individuals (near deliberately) being granted powerful spell-like abilities.

Logged
Dark Ages III: War & Mythos: Dark Age has fallen upon the world of Dwarf Fortress.
http://AdventRPG.com/warandmyth.html
Moonbase Down: Enter a fearful Sci-Fi jaunt into a procedurally generated Moonbase.
http://MoonbaseDown.com/
Pages: 1 ... 69 70 [71]