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Author Topic: [ϟ] Dark Ages IV: War & Mythos [Vanilla+Horror] [v40a] [47.04] [War Craft]  (Read 295923 times)

Knight Otu

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #60 on: September 29, 2014, 03:31:36 pm »

I'm sorry, but would it be somehow possible to add vision cones to enemies when sneaking? Any file i could edit or anything?
Odd. Vision cones should always be there when sneaking, and I'm not aware of any way to remove them.
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Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
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Forwe

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #61 on: September 29, 2014, 03:48:31 pm »

I'm sorry, but would it be somehow possible to add vision cones to enemies when sneaking? Any file i could edit or anything?
Odd. Vision cones should always be there when sneaking, and I'm not aware of any way to remove them.

I think that may be the problem with Ironhand Graphics. I can only see those cones when I'm looking at the creature from one z-level above or below, but when I tried it with ASCII, it worked perfectly.
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Naxza

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #62 on: September 30, 2014, 10:45:02 am »

Neat! I'll give this a whirl while LOFR is out of commission. Initial observation shows me that my stray owls are too injured to use their innate fishing talents (Reminds me of the old bug where cats freaked out about returning vermin kills because they didn't have hands, what was it, the [GRASP] tag?) and soil/stone layers in the ASCII version have the ASCII counterparts for the Ironhand set instead of their natural icons.

I have to look past all that to get to the meat & potatoes, though. Looking forward to this!
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Rammok

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #63 on: September 30, 2014, 11:11:18 am »

Neat! I'll give this a whirl while LOFR is out of commission. Initial observation shows me that my stray owls are too injured to use their innate fishing talents (Reminds me of the old bug where cats freaked out about returning vermin kills because they didn't have hands, what was it, the [GRASP] tag?) and soil/stone layers in the ASCII version have the ASCII counterparts for the Ironhand set instead of their natural icons.

I have to look past all that to get to the meat & potatoes, though. Looking forward to this!

Damn. Pet fishing was removed in R2, I guess the older version crept back in somehow. The latest ASCII version is DF vanilla overwritten with no ini/tile changes, or so I thought.

Guess R5 is coming later tonight.

Naxza

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #64 on: September 30, 2014, 11:31:42 am »

I'm running on Linux and had to slap the data/raw/sdl folder from the ASCII download into my df_linux folder, but I dunno that such an action would change the ascii characters like that.

My apologies for the hassle, but your quickness to fix it is a remarkable quality!

Edit: Also just a little thing, but the alchemy laboratory in the workshop list isn't capitalized.
« Last Edit: September 30, 2014, 11:38:54 am by Naxza »
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Illogical_Blox

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #65 on: September 30, 2014, 02:26:29 pm »

Is it alright if I use Illithids for a playable race I'm creating? I'm new to body modding, so it would be useful to use a created race.
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Brother: "SOFT HANDS!"

GM-X

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #66 on: September 30, 2014, 09:35:06 pm »

Is it alright if I use Illithids for a playable race I'm creating? I'm new to body modding, so it would be useful to use a created race.

I look forward to what you come up with. The Aboleth body was made by godlysockpuppet and used with acknowledgements: http://dffd.wimbli.com/file.php?id=7760
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GM-X

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R5_40_13] <<Fix>>
« Reply #67 on: September 30, 2014, 10:11:21 pm »

I'm running on Linux and had to slap the data/raw/sdl folder from the ASCII download into my df_linux folder, but I dunno that such an action would change the ascii characters like that.

My apologies for the hassle, but your quickness to fix it is a remarkable quality!

Edit: Also just a little thing, but the alchemy laboratory in the workshop list isn't capitalized.

Posted R5. It's no hassle. Always feel free to chime in on any issues you notice. I need to actually release a Linux and Mac version, a slap copy has issues.


« Last Edit: October 04, 2014, 11:16:48 pm by GM-X »
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Illogical_Blox

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #68 on: October 01, 2014, 07:17:12 am »

Is it alright if I use Illithids for a playable race I'm creating? I'm new to body modding, so it would be useful to use a created race.

I look forward to what you come up with. The Aboleth body was made by godlysockpuppet and used with acknowledgements: http://dffd.wimbli.com/file.php?id=7760
Thanks. They are part of 3 races right now, all playable and different from each other and vanilla.

EDIT: Er... Illithids? You know, the Mind Flayers?  Tentacle faces?

EDIT EDIT: Oh, S***, I was certain you had Illithids.  Sorry, I'll examine the Aboleths anyway though, as they could still be quite useful.
« Last Edit: October 01, 2014, 09:18:38 pm by Illogical_Blox »
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Me: "Just imagine a load of dwarves sitting round a table, and one of them says, 'I like stranglers for... for their... their...'"
Brother: "SOFT HANDS!"

GM-X

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R4_40_13] <<Firearms>>
« Reply #69 on: October 02, 2014, 10:14:29 am »

Is it alright if I use Illithids for a playable race I'm creating? I'm new to body modding, so it would be useful to use a created race.

I look forward to what you come up with. The Aboleth body was made by godlysockpuppet and used with acknowledgements: http://dffd.wimbli.com/file.php?id=7760
Thanks. They are part of 3 races right now, all playable and different from each other and vanilla.

EDIT: Er... Illithids? You know, the Mind Flayers?  Tentacle faces?

EDIT EDIT: Oh, S***, I was certain you had Illithids.  Sorry, I'll examine the Aboleths anyway though, as they could still be quite useful.

I've always thought of Mind Flayers and Aboleth as intimately connected. But yeah no, no Illithids in Dark Ages at this time.
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GM-X

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Re: << Dark Ages: Mythos of Rammok >> Vanilla + Horror [R6_40_13] <Vampires>
« Reply #70 on: October 04, 2014, 10:39:39 pm »

Dark Ages: Mythos of Rammok R6_40_13 is released.
"Dark Age has fallen upon the world of Dwarf Fortress."
Download: http://www.dfdarkage.com/download.html
Status: 8-New Vampire Strains. 15-New Hex Spells. Hag Shamans.


[ R6_40_13 ] Updates & Changes: Oct-4-2014

  • 8-Procedurally generated/refit Vampire strains:
  • Nocturne of Moths, Trickery Goul, Lamia of Magic, Blood Creep, Lesser Strigoi, Fly Dracula, Crypt Moroi, & Nocturne of Tombs.
  • Animal Transformations: Including Giant Moth, Fly, Cat, Raven, Rat, and Strigoi Beast.
  • Vampiric spell-like powers.
  • Fixes all Vampires to be Blood Suckers.
  • Vampire Lords can rule over cities.
  • Re-balances frequency of vampire strains.
  • Vampire all have various weaknesses.
  • Vampire strains are still rare.
  • Hag Shamans: Powerful and bitter foes.
  • 15-Hex Spell System: Dangerous, but slow.
  • Areomancers now cast Blistering Wind.
  • Paladin Adventure Class Transfiguration fine tuning.
  • Dark Gnome Shaman’s now cast compliment of Hex Spells.
  • New World Gen Parameter: Large 250-year old world setting.
  • Prowlertusk Boar Fiends: Trainable, ivory horned chasm Megabeast.
  • Changelog: http://www.dfdarkage.com/changelog.html


    Dark Ages: Ironhand [R6_40_13]: https://www.dropbox.com/s/ku5uf1t71iyu8ql/Dark_Ages_Iron_Win_R6_40_13.zip?dl=0
    Dark Ages: ASCII [R6_40_13]: https://www.dropbox.com/s/488zj3ub50vpwi6/Dark_Ages_ASCII_Win_R6_40_13.zip?dl=0

« Last Edit: October 09, 2014, 10:50:43 pm by GM-X »
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marijuana

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It is terrifying
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GM-X

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It is terrifying

100% correct. I was genuinely scared working on these vampire strains.
« Last Edit: October 05, 2014, 01:01:32 pm by GM-X »
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infiniteunrest

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GM,

Great mod, just started playing tonight and already enjoying it. Managed to patch together a Spacefox version. One question: can't see the gunshop or alchemy lab in the workshop list. Is this me, or is it a bug with R6?

I'm on a Mac if that makes a difference. I copied across the raw and data folders into a clean install of Macnewbie and don't see them listed. I see them in the entity raws, etc. so not sure what's going on. Can you advise?

- Infinite
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GM-X

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GM,

Great mod, just started playing tonight and already enjoying it. Managed to patch together a Spacefox version. One question: can't see the gunshop or alchemy lab in the workshop list. Is this me, or is it a bug with R6?

I'm on a Mac if that makes a difference. I copied across the raw and data folders into a clean install of Macnewbie and don't see them listed. I see them in the entity raws, etc. so not sure what's going on. Can you advise?

- Infinite

Cool. The tileset was geared towards addition with other tilesets. But I haven't done the footwork on them. If you have Spacefox in good shape, I would be happy to post it for other Mac users.

About the missing shops: You must be playing as Legendary Dwarfs. It seems I accidentally left out the new shop reactions for them. Until R7, add this to the entity_legendary_dwarf (there is a lined off area for new buildings) and gen a new world:

Spoiler (click to show/hide)
« Last Edit: October 08, 2014, 01:28:31 am by GM-X »
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