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Author Topic: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1  (Read 20097 times)

squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.0
« Reply #15 on: July 01, 2018, 11:28:50 am »

When playing this mod should I make an aboveground settlement for rp immerson or should I just double down with a mountainside/underground one?

How do you think an aboveground settlement be designed anyway? I've always tried to do one but I become relatively uninspired how I go about it. Any tips?

Either will work, there are plenty of underground towns in Dark Souls. But if you want to make an aboveground settlement, I usually find myself building a wall first, since everyone will need to be protected since they're all exposed. Usually from wood since stone isn't available. Then I dig out a big room in the soil that functions as a warehouse to keep all our stuff nice and cool. Then I start designating buildings and putting rooms in them and stuff. Here's a tip though, instead of tediously designing every wall, designate one 10x10 square of walls and then selectively delete parts of the chunk to "carve" a room plan.
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LtGreeneyes

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #16 on: July 05, 2018, 07:09:51 pm »

PTW!

This looks great. I'm downloading now to give it a go.

Suggestion for your patch notes... add the date of the update so people can more clearly see your progress over time.

Thanks for this cool experience!
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squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #17 on: July 05, 2018, 07:23:33 pm »

PTW!

This looks great. I'm downloading now to give it a go.

Suggestion for your patch notes... add the date of the update so people can more clearly see your progress over time.

Thanks for this cool experience!

Thanks for the tip with the patch notes. Also, please let me know how things go in your playthrough if possible. Feedback is very helpful for mods like these due to the sheer amount of things that can go wrong.
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LtGreeneyes

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #18 on: July 05, 2018, 10:18:16 pm »

Are civilization markers on the world map dynamically allocated, or is it going to be the same in every world? I got a lion tribe for my first fort because I had no idea who is what, lol. They showed up as the i icon in this particular world.

If the markers/icons are always the same, it might be a good idea to put a legend up someplace (though I suppose the legends mode might show that?).
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Kraiger

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #19 on: July 05, 2018, 11:49:12 pm »

You can check which Civ you'll start off as by tabbing to the Neighbors page. Which ever civ is listed at the top of the list is the one that you start off as. Example: https://imgur.com/HfWEelZ.

You can set you civ on this page. https://imgur.com/LebRknQ.


@squamous: Are wizards the only folks who can use magic at this point? Are there any ways to obtain spells?
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squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #20 on: July 05, 2018, 11:56:42 pm »

Are civilization markers on the world map dynamically allocated, or is it going to be the same in every world? I got a lion tribe for my first fort because I had no idea who is what, lol. They showed up as the i icon in this particular world.

If the markers/icons are always the same, it might be a good idea to put a legend up someplace (though I suppose the legends mode might show that?).

The guy above me has it right about figuring out which civ you are, and no its not the same world every time, it works like vanilla unless you use a seed.
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squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #21 on: July 05, 2018, 11:58:15 pm »

You can check which Civ you'll start off as by tabbing to the Neighbors page. Which ever civ is listed at the top of the list is the one that you start off as. Example: https://imgur.com/HfWEelZ.

You can set you civ on this page. https://imgur.com/LebRknQ.


@squamous: Are wizards the only folks who can use magic at this point? Are there any ways to obtain spells?

Wizards can be created like necromancers are, yes, and they hang around in towns instead of building towers. Like necromancers, they read a slab containing secret knowledge and learned stuff from it, so if you wanna obtain spells, read the slab and you'll get some. But remember the risks involved, as explained in the changelog.
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LtGreeneyes

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #22 on: July 06, 2018, 02:53:09 pm »

My question is more about the civ race. Looking through that list doesn't tell you whether you are lionkin or human, etc. The symbol used on the map when you select that civ can tell you, but we don't know which symbol matches which race.

i.e. In vanilla DF, Dwarves are always denoted by a # when looking at civs in the embark setup.
« Last Edit: July 06, 2018, 03:30:48 pm by LtGreeneyes »
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LtGreeneyes

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #23 on: July 06, 2018, 02:53:53 pm »

Minor bug report: Embarking as the lion race, the embark message when you first arrive says something about dwarfhomes. :D
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squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #24 on: July 06, 2018, 03:07:00 pm »

Minor bug report: Embarking as the lion race, the embark message when you first arrive says something about dwarfhomes. :D

Huh, I could have sworn i fixed that. I'll change it in the next update.
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Teneb

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #25 on: July 06, 2018, 03:25:44 pm »

Selecting civs is pretty simple for any mod with multiple races: look at your neighbours list. Your own civ is always the top one.

And the dwarfhome thing is hardcoded unless you do some string hacking. There are some programs lying around for this, but I don't know if they work properly on the current version.
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squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #26 on: July 06, 2018, 03:36:59 pm »

Selecting civs is pretty simple for any mod with multiple races: look at your neighbours list. Your own civ is always the top one.

And the dwarfhome thing is hardcoded unless you do some string hacking. There are some programs lying around for this, but I don't know if they work properly on the current version.

They do, I just tested it. All references to dwarves in the intro announcement should be removed by the next update.
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LtGreeneyes

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #27 on: July 06, 2018, 05:31:09 pm »

Probably the same thing, could even be fixed by the same thing: The trading liason for the lion tribe comes from the Mountainhomes. Not necessarily dwarfy, but probably not very cat either. :D
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squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #28 on: July 06, 2018, 08:22:02 pm »

Probably the same thing, could even be fixed by the same thing: The trading liason for the lion tribe comes from the Mountainhomes. Not necessarily dwarfy, but probably not very cat either. :D

Yup, I've fixed that as well I think.
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JakeParade

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #29 on: July 09, 2018, 05:33:36 pm »

I dunno if this was on purpose, but when playing Adventure Mode, Giant adventurers are blind! I can provide a picture if you'd like.
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