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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 77977 times)

Vertigo

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Re: Legendary Lands 1.11e and graphics pack
« Reply #465 on: November 01, 2009, 07:01:36 am »

Original problem pretty much solved itself (mod was not working at all) now I'm just looking for a way to get the graphics pack from chariot (http://dffd.wimbli.com/file.php?id=1238) running.
I extraced the .zip file to raw\graphics but the game still looks the same. I haven't touched my ini file (well I set graphics to yes since it didn't have any effect I changed it back to NO) and I don't really know what to to.
HALP

Can anyone help me with this? I'd really like to play this mod with a graphics pack.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #466 on: November 02, 2009, 02:04:16 am »

Try messaging Chariot about it, he's the man who put it together, after all.
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Mraedis

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #467 on: January 04, 2010, 04:35:31 pm »

Playing now, haven't seen all that much harder but some random species keeps trying to steal my stuff. Unrelated, the sturgeons in the river killed my peasant and 2 more died of consequential tantrumming.

Year 2 begins now.  :)
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Mraedis

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #468 on: January 05, 2010, 06:55:57 am »

Ok.. something called a Stone Maiden came by and ate my 8 champions, then left. After an immigration wave or two I drafted 16 more, but then a Chaos Spawn came and slaughtered everyone. There's only a child and a beaver left, both wounded, and the Spawn is camping at my fort entrance.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #469 on: January 06, 2010, 07:48:48 am »

You've now learned a valuable lesson about why Dwarves traditionally have their fortresses heavily vaulted against the outside world.  ;D
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Mraedis

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #470 on: January 07, 2010, 08:14:56 am »

Hah. It left and I survived! (Well actually, 3-4 migrant waves got slaughtered first. :D)

Anyway, we're some years further, my military is larger than my regular population, and all I've been fending off are enraged sturgeons and Avari ambushes. :(

Also, how evil are Magma/Fire men? I have one of each, and I'd like to know what I'm getting into before I station my champs there.  ;D
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #471 on: January 09, 2010, 07:14:57 am »

Not a great more evil than the vanilla ones, which is to say they are quite dangerous.
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Akmenos

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #472 on: January 20, 2010, 11:00:26 am »

Vertigo try changing the underlined words to the name of the graphics file.

[GRAPHICS:YES]
[GRAPHICS_WINDOWEDX:1270]
[GRAPHICS_WINDOWEDY:700]
[GRAPHICS_FONT:mayday.png]
[GRAPHICS_FULLSCREENX:1280]
[GRAPHICS_FULLSCREENY:1024]
[GRAPHICS_FULLFONT:mayday.png]
[GRAPHICS_BLACK_SPACE:YES]
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dephelis

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #473 on: February 10, 2010, 10:25:25 am »

Hi,

There's a bug in the launcher exe. It comes up with the message.

"Windows cannot find 'DWARFF~1.EXE'."

I'm running 40d16, the Dwarf Fortress executable is named dwarfort.exe not the dwarffort.exe that the launcher is looking for.

On to worldgen :)
« Last Edit: February 10, 2010, 10:27:55 am by dephelis »
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #474 on: February 10, 2010, 10:39:25 am »

Just change the df executable to what it's looking for. it won't impact the game at all.
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dephelis

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #475 on: February 10, 2010, 10:51:01 am »

Yup, that's what I did. My previous was just an FYI.

Worldgen complete, time to embark  :)
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afoninv

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Re: Mod: Legendary Lands = Released 1.11e 20-July Read first post!
« Reply #476 on: February 25, 2010, 02:01:47 am »

Trade bug?

Humans and elves came to trade, almost simultaneously, on a second year's spring. After they came to the depot, I closed the entrance gate. Merchants unloaded their goods, my dwarves brought wares for trading and my broker traded with both races just OK. But after some time a message appeared "The merchants need a trade depot to unload their goods". It appeared twice in a row. This was strange, so I opened the gates just in case there is some stray merchant out there who could not get to the depot. Nobody came in anyway. And after some time again humans packed and went on their trip, much earlier than elves (let me remind that they came the same day as elves).

The bug is, humans left all their goods and also all the wares I traded to them. And I don't want to start war with them yet =)
« Last Edit: February 25, 2010, 02:04:57 am by afoninv »
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