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Poll

In the future, would you like to see any of the Monstrous Humanoids be playable in Fortress Mode?

Yes!
- 6 (75%)
No!
- 2 (25%)

Total Members Voted: 8


Pages: 1 [2] 3 4

Author Topic: [44.xx] Monstrous Humanoids Mod!  (Read 23174 times)

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #15 on: October 07, 2017, 11:34:32 am »

Added a new poll!

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #16 on: October 12, 2017, 01:31:59 pm »

I have added in Pigfaces and Mountain Goblins, both civs.

Pigfaces are basically the orcs from the first edition of D&D.

Mountain Goblins are still going through some changes. They die often in world gen. Who knows? Maybe they'll get scrapped.

Dunmeris

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Re: Goblinoids (and Orcs) Mod!
« Reply #17 on: October 12, 2017, 09:33:52 pm »

The only civ I see in the entity file is the orc civ. There are also no pig orcs in the creature file.
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #18 on: October 12, 2017, 09:35:51 pm »

Maybe I should have clarified... It's a preview for what to expect for the next version.

Dunmeris

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Re: Goblinoids (and Orcs) Mod!
« Reply #19 on: October 12, 2017, 10:22:42 pm »

Oh, right. Ok
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bloop_bleep

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Re: Goblinoids (and Orcs) Mod!
« Reply #20 on: October 12, 2017, 10:56:53 pm »

PTW.
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #21 on: November 08, 2017, 09:39:10 pm »

0.6 is here with 3 new civs!

Amostubal

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Re: Goblinoids (and Orcs) Mod!
« Reply #22 on: November 12, 2017, 12:59:22 pm »

ptw
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Paxiecrunchle

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Re: Goblinoids (and Orcs) Mod!
« Reply #23 on: November 17, 2017, 11:48:11 am »

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #24 on: December 12, 2017, 07:43:31 pm »

Working on a new update.

The features:

*A new race, the Kåbu-Smusm. They're half orc, half goblins who live in caves.

*Special mounts and pets for the races (Having trouble with this).

MottledPetrel

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Re: Goblinoids (and Orcs) Mod!
« Reply #25 on: December 12, 2017, 08:22:09 pm »

Have you updated the civs to work on 44.02?
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Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #26 on: December 12, 2017, 08:28:35 pm »

Yep. The only things needed are adding in the new pedestals and display cases, and the [ANIMAL] tokens. Otherwise, it's the same.

Asin

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Re: Goblinoids (and Orcs) Mod!
« Reply #27 on: December 16, 2017, 11:49:37 pm »

Alright. Everything seems to work well. The update will come either tonight or tomorrow.

EDIT: 0.7 is out!
« Last Edit: December 17, 2017, 12:06:31 am by Asin »
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MottledPetrel

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Re: [44.02] Goblinoids (and Orcs) Mod!
« Reply #28 on: December 17, 2017, 05:10:22 pm »

Would this mod be playable if I were to, say, not include Grim's realism mod? Are there just some body templates that it uses, or is there more that I'd need from from it if I just wanted to just rip the parts I needed for this mod to work?
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Asin

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Re: [44.02] Goblinoids (and Orcs) Mod!
« Reply #29 on: December 17, 2017, 05:11:39 pm »

Would this mod be playable if I were to, say, not include Grim's realism mod? Are there just some body templates that it uses, or is there more that I'd need from from it if I just wanted to just rip the parts I needed for this mod to work?

It mainly uses the weapons and armor. Not really any of the body templates.
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