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Author Topic: [44.06] Fantastic Races 7.1  (Read 14483 times)

squamous

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Re: [43.05] Fantastic Races 3.37
« Reply #15 on: September 29, 2017, 05:36:40 pm »

No problem. I'm just messing around right now, started a Kalkir fortress. They seem to work well, but they don't like pants or loinclothes apparently, because they drop them right away. It's running fine, so that's good.

That's probably because they are octopi and those wouldn't fit on them. I'll do some testing on it.
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squamous

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Re: [43.05] Fantastic Races 3.37
« Reply #16 on: November 04, 2017, 01:40:19 pm »

The mod has been updated. Its really a very small update, but I feel like the concept is a rather interesting one and hope players who enjoy playing as the Manat race will have fun with it.
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squamous

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Re: [43.05] Fantastic Races 4.0
« Reply #17 on: November 11, 2017, 07:15:31 pm »

4.0 released
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Amostubal

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Re: [43.05] Fantastic Races 4.1
« Reply #18 on: November 12, 2017, 01:01:52 pm »

ptw
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squamous

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Re: [43.05] Fantastic Races 4.2
« Reply #19 on: November 27, 2017, 07:06:42 am »

5.0 is out. This is especially exciting for me as I finally get to incorporate the fancy new features of the new update into my mod, as seen with the new additions to the Manat civ.
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squamous

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Re: [44.02] Fantastic Races 6.0
« Reply #20 on: December 02, 2017, 10:25:31 pm »

6.0 is out
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GondolaFortress

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Re: [44.02] Fantastic Races 6.0
« Reply #21 on: December 02, 2017, 10:36:58 pm »

Nice. Epic. I like it.
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squamous

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Re: [44.02] Fantastic Races 6.1
« Reply #22 on: December 03, 2017, 02:43:34 pm »

6.1 released. Normally I do not bump my mod for releases that don't add new races, but this update is significant as it adds three new workshops to the Manat civ, and completely changes their playstyle into a flesh-based economy.
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squamous

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Re: [44.02] Fantastic Races 6.75
« Reply #23 on: December 06, 2017, 06:46:30 pm »

Bumping thread because as of 6.75 the Manat race of my mod should be 100% functional and bug-free in fortress mode. I do intend to flesh out fortress mode for the other races, but due to the unique nature of this race it was one of the most complicated and involved fort modes I've worked on so far, though I have some plans for a few other races. But as I was saying, the Manat fort mode adds a lot of new content, including a new tech progression and several new workshops. So basically if people could playtest this race for me and tell me what they think of it, I would appreciate it. Bugs should be more or less fixed at this point, but I would like to know if this fort mode is fun to play, if things are balanced, if more features could be added or some removed, and stuff like that. General feedback is appreciated.
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MottledPetrel

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Re: [44.02] Fantastic Races 6.77
« Reply #24 on: December 08, 2017, 08:56:20 pm »

I downloaded your mod and have genned a world with it. I haven't tried actually playing the world and trying out the items in it, but my look at the error log has revealed this, in case this helps you fix problems:
Spoiler (click to show/hide)

I've seen that you've had some problems with the manats, I'll be sure to actually test them out when I have a chance, but it seems that there are a few more bugs that they have. Also, is there a QUAGGA_SCOR in this mod? There are a LOT of problems that they're coming up with, but I'm playing with a mixed modpack and I don't know if they're from here or not.
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squamous

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Re: [44.02] Fantastic Races 6.77
« Reply #25 on: December 09, 2017, 05:19:57 am »

I downloaded your mod and have genned a world with it. I haven't tried actually playing the world and trying out the items in it, but my look at the error log has revealed this, in case this helps you fix problems:
Spoiler (click to show/hide)

I've seen that you've had some problems with the manats, I'll be sure to actually test them out when I have a chance, but it seems that there are a few more bugs that they have. Also, is there a QUAGGA_SCOR in this mod? There are a LOT of problems that they're coming up with, but I'm playing with a mixed modpack and I don't know if they're from here or not.

I don't have any QUAGGA_SCOR things anywhere in there so that must be another mod. As for the errors you mentioned in the errorlog, I am aware of those but they do not cause any crashes or anything so they are low on my priority list. My main concern atm is making sure all the fort mode reactions work like they are supposed to and that the manat tech tree is balanced.
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MottledPetrel

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Re: [44.02] Fantastic Races 6.77
« Reply #26 on: December 09, 2017, 03:08:28 pm »

Alright, just wanted to make sure you were aware of them. I'd say if anything, you should at least get rid of one of the 2WINGS tags that some of the manats have. You could easily make it 4WINGS if that's what you want, but duplication errors have a tendency to get out of control in the game.
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squamous

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Re: [44.02] Fantastic Races 6.77
« Reply #27 on: December 09, 2017, 11:48:42 pm »

Alright, just wanted to make sure you were aware of them. I'd say if anything, you should at least get rid of one of the 2WINGS tags that some of the manats have. You could easily make it 4WINGS if that's what you want, but duplication errors have a tendency to get out of control in the game.

That's actually an issue with the Hlira race. I've slated it for the next bugfix release either way though.
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squamous

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Re: [44.02] Fantastic Races 6.9
« Reply #28 on: December 14, 2017, 03:27:10 pm »

Fantastic Races is now entirely bug free!

According to the errorlog.

I'm sure nothing bad will happen from this point on. Yeah.
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squamous

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Re: [44.03] Fantastic Races 6.94
« Reply #29 on: January 14, 2018, 08:44:41 pm »

Bumping since the mod is now compatible with the newest versions for anyone who is interested. Still a few hiccups I'd really like some help with but beyond that the mod is playable and should be bug-free.
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