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Author Topic: Warhammer Mod r15 (???)  (Read 69819 times)

Teneb

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Re: Warhammer Mod r10: Treebeard's Bad Moss Day
« Reply #150 on: July 28, 2016, 05:42:51 am »

Thanks for the help, the mod works now, sort of... I'm getting some crashing problems, but only when I generate a medium sized world or larger. (I think this might be tied in with your above mentioned bug. I will check.)

This is what DFHack says about my game crashes:
Spoiler (click to show/hide)
Also, quite a few historical figures are showing up as "nothing." (i.e "so-and-so" was a female nothing)

There are also some red words and the repetitive use of the word "error" in the dfhack script that look like they might be important:
Spoiler (click to show/hide)
I am pretty sure that this and the crashing are connected, as they both involve these "spatter add reactions".

And this might just be because I'm horribly unlucky, but so far I haven't been able to generate a world with dwarves in it... I'll keep trying and let you know if the problem persists!

Thanks, the mod is everything I've wanted in df and more, keep up the awesome work. Also, I'm gonna be posting some sample pixel art themes for a graphics pack I'm planning on making for this beautiful mod. They should go up within the next few days (depending on work and life etc. etc.).
Nah, it's one or more of the positions for the northmen. The red stuff is probably a typo in one of the random-trigger stuff, which is a bother because there's hundreds of lines that could be that. Not the cause of the crash, though. spatter-add appearing just means it's working fine.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #151 on: July 28, 2016, 04:54:29 pm »

New release focused entirely on fixing and tweaking stuff. Full changelog below.
Spoiler (click to show/hide)
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Monstrous Manual: D&D in DF
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philli46

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #152 on: July 28, 2016, 07:27:53 pm »

Hi, me again! Any big difference between goblin boys and goblin huntas?
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Teneb

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #153 on: July 28, 2016, 07:42:33 pm »

Hi, me again! Any big difference between goblin boys and goblin huntas?
Those are just profession names, if I'm understanding it right. Like craftsdwarf, fisherdwarf, etc.

Greenskin combat skill hierarchy across all of them is black orc > orc/savage orc > hobgoblin > night goblin > goblin/forest goblin > gnoblar > snotling
« Last Edit: July 28, 2016, 08:39:21 pm by Teneb »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

philli46

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #154 on: July 30, 2016, 05:29:29 pm »

A few things I've noticed while playing:
Gnoblars and Goblins (and maybe some other races) don't have access to weapons in the embark menu.

Gnoblars also can't use the axes or shovels provided for them by default when embarking. This makes it very hard to chop trees and dig. (Is this intentional? I would understand if they could only make things out of hide and bone.)

Also, Goblins and Gnoblars don't have genders, being only referred to as "it." Is this also intentional?

Anyhow, I'm really enjoying the mod, keep up the great work!
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Teneb

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #155 on: July 30, 2016, 06:24:45 pm »

A few things I've noticed while playing:
Gnoblars and Goblins (and maybe some other races) don't have access to weapons in the embark menu.

Gnoblars also can't use the axes or shovels provided for them by default when embarking. This makes it very hard to chop trees and dig. (Is this intentional? I would understand if they could only make things out of hide and bone.)

Also, Goblins and Gnoblars don't have genders, being only referred to as "it." Is this also intentional?

Anyhow, I'm really enjoying the mod, keep up the great work!
First two are likely oversights. Third is working as intended.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

cesarjunior233

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #156 on: July 31, 2016, 11:57:05 am »

Bro , can you say a little guide of start , like , good things to make in start ??
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cesarjunior233

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #157 on: July 31, 2016, 12:26:19 pm »

I cant make a world , always are rejecting
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KingofstarrySkies

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #158 on: July 31, 2016, 12:30:24 pm »

I get a lot of crashes.
Like.

Like a LOT of crashes.
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Sigtextastic
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cesarjunior233

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #159 on: July 31, 2016, 12:36:17 pm »

I have crashes too , and i can't play the game !!! ADD SHIPS !!
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Teneb

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #160 on: July 31, 2016, 01:00:37 pm »

I get a lot of crashes.
Like.

Like a LOT of crashes.
Strange, I don't. Are they random, or when doing specific things?

EDIT: Don't know if it is the cause of the crash, but I did manage to find two possible problem sources.
« Last Edit: July 31, 2016, 01:20:41 pm by Teneb »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

cesarjunior233

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #161 on: July 31, 2016, 01:27:36 pm »

Teneb , add to manual a list of materials and weapons , for dfhack uses , and a way in dfhack for give weapons .
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KingofstarrySkies

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #162 on: July 31, 2016, 02:08:24 pm »

I get a lot of crashes.
Like.

Like a LOT of crashes.
Strange, I don't. Are they random, or when doing specific things?

EDIT: Don't know if it is the cause of the crash, but I did manage to find two possible problem sources.
Well, there's...
1. Randomly when I start a game as an adventurer.
2. Whenever the hell it feels like, as an adventurer.
There is also apparently two playable factions in Adv. mode that have no name.
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Sigtextastic
Vereor Nox.
There'll be another King, another sky, and a billion more stars...

Teneb

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #163 on: July 31, 2016, 02:13:41 pm »

I get a lot of crashes.
Like.

Like a LOT of crashes.
Strange, I don't. Are they random, or when doing specific things?

EDIT: Don't know if it is the cause of the crash, but I did manage to find two possible problem sources.
Well, there's...
1. Randomly when I start a game as an adventurer.
2. Whenever the hell it feels like, as an adventurer.
There is also apparently two playable factions in Adv. mode that have no name.
Thanks, I'll look into it. What was the creature you were trying to adventure as?
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

KingofstarrySkies

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Re: Warhammer Mod r11: We capture it for Chaos!
« Reply #164 on: July 31, 2016, 02:53:05 pm »

Imperial, daemon, warrior of chaos... Seemed like it didn't matter.
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Sigtextastic
Vereor Nox.
There'll be another King, another sky, and a billion more stars...
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