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Author Topic: Dwarf Fortress: The Fallen Frontier 1.4  (Read 12617 times)

squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #15 on: November 08, 2018, 12:18:02 pm »

I just want to say that I love this mod. You are the creator of the Colonialsm mod also, right? I hoped for a Western mod since I heard "Colonialism" and here it is, please keep up you good work

Thanks! And please let me know of any issues that may arise as well.

fair point, I ask only for the sake of conveince. For like installing tilesets and just running the program with the utilities it comes with.

Unfortunately installing tilesets wouldn't work at all since all the creatures are new and there are no tilesets that have sprites for everything I have added. You've just get a mess of ascii and art. This can be applied to all my other mods as well.

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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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herrschor

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.2
« Reply #16 on: November 09, 2018, 12:12:51 pm »

is there a possibility to ship this mod with a pre-made world including a map of america? I know someone did an america scenario but I'm really not into advanced worldgen. I would much appreciate it as I do your mod like I said. I really like that you always make any civilization playable by the way. I play mostly humans in DF anyways, filthy dwarfs (pls no bulli)
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.2
« Reply #17 on: November 09, 2018, 11:21:26 pm »

is there a possibility to ship this mod with a pre-made world including a map of america? I know someone did an america scenario but I'm really not into advanced worldgen. I would much appreciate it as I do your mod like I said. I really like that you always make any civilization playable by the way. I play mostly humans in DF anyways, filthy dwarfs (pls no bulli)

Its very possible but I don't have a clue how. Maybe use the Perfect World utility. However, I'd recommend shooting for a state or something like it for maximum realism, as for example, a large map is about the size of Texas, so having a large map equal a state would make sense.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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Metaltooth

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #18 on: November 10, 2018, 04:09:03 pm »

You know, I think I could live with looking at tileset ACSII text and letters for this mod. Certainly not a problem for me
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o̗͕̘̯͈̺r̬e̶̻̗̲̹m͎̘̹͓̦̼̟͝o͕̮̦R͇̥̻̭͟ ̕ņ̗h̪̰̱o̢J͚̬̲ ̧͍̫̜̲͔̺é̤̩̫m̗͍̘̟͖͠ l͇̫̪͖͓̰͝l̕i̮k̻͈̺̱̗ ͙̱̠̥̳̱̘t҉̪s̢͈u͙͉̘̮͘m̳̜̞̳̞̝ ̴͖̠̖̤͕̱u̱̬͚̗͍͞o̢y̴ ̶͚̝̳͇̞e̢̠m̥̤̳̙̣̙̭͢a͚̳̞͉̭g ̛͙e̤̫͉̜͉͘h̗̘̱̤͚͘t̜̺͕ ̴͙͍͉̮̯ņ̘͉̼͓̲ͅi̜̻̰̫̘̠͕w̧̲̘ ̧͔̯o̱̳̘T̗͖

squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.1
« Reply #19 on: November 10, 2018, 07:44:49 pm »

You know, I think I could live with looking at tileset ACSII text and letters for this mod. Certainly not a problem for me

I'm not one to bash people for using graphics sets, but as a general rule I do recommend moving away from them eventually. They're nice training wheels but they restrict people from a lot of cool mods that aren't compatible with that stuff and probably never will be. Learning to read ASCII opens up entire new worlds of things to do.
« Last Edit: November 11, 2018, 12:02:23 am by squamous »
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scourge728

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.2
« Reply #20 on: November 10, 2018, 09:17:30 pm »

Wow, another interesting total conversion mod that I'll need to play at some point

Lidku

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.25
« Reply #21 on: November 25, 2018, 12:28:55 am »

Will the mod break if I mix it with your other mods all at once?
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.25
« Reply #22 on: November 25, 2018, 11:05:42 am »

Will the mod break if I mix it with your other mods all at once?

It will break a lot yes. A lot of work would be needed to make all my mods mix together.
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Asin

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.25
« Reply #23 on: November 25, 2018, 09:48:08 pm »

Are you planning on updating this soon?

squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.25
« Reply #24 on: November 25, 2018, 11:06:56 pm »

Are you planning on updating this soon?

At some point soonish. It works well now but I do have more plans. College is slowing me down though.
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.3
« Reply #25 on: January 08, 2019, 12:34:20 am »

self-bump because I just updated this and will be releasing further updates later down the line.
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zaw2001

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.3
« Reply #26 on: May 23, 2019, 09:56:54 pm »

In adventure mode, what skill would I want to allocate points into if I want to be a gunslinger and/or a musketeer?
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squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.3
« Reply #27 on: May 24, 2019, 09:06:08 am »

In adventure mode, what skill would I want to allocate points into if I want to be a gunslinger and/or a musketeer?
Marksman
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Flying Teasets

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.3
« Reply #28 on: January 29, 2020, 12:13:19 pm »

Any plans?
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Not here at the moment

squamous

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Re: [44.12] Dwarf Fortress: The Fallen Frontier 1.3
« Reply #29 on: February 01, 2020, 08:15:05 pm »

Any plans?

After the patch cycle of this update I have plans
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