Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Dwarf Fortress: Gnoll Clans NEW VERSION 1.3.3  (Read 9037 times)

Lancensis

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #15 on: November 09, 2009, 04:00:21 pm »

How come I don't get anything? :(
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #16 on: November 09, 2009, 04:17:05 pm »

Oh sorry, it was meant for the author of the mod. It's just a d20 book about gnolls, I have a huge collection of those.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Pyro

  • Bay Watcher
    • View Profile
    • Dragons Can Code
Re: Dwarf Fortress: Gnoll Clans
« Reply #17 on: November 09, 2009, 08:09:57 pm »

Deon:
I am willing to accept any material you have on them
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #18 on: November 09, 2009, 09:17:16 pm »

Why do I seem to have fewer points to spend when creating my party in Fortress mode?

Looks like this hasn't been answered yet, so I'll rectify that.


You always get a fixed amount of points (200, I believe), regardless of what race you play as or the aspects of that race. In addition to that, you get some other things, such as an anvil, two axes of the highest quality metal available (steel for METAL_PREF races, copper for LOW_METAL races, iron for everyone else, assuming no new metals have been modded in), two picks of the lowest quality metal available (copper), and a random assortment of food, booze, and related goods.

What most people don't realize is that all these starting items are not subtracted from your original points, but "freebies." If your race gets less freebies (generally by having iron axes instead of steel), you get less stuff to sell, and thus less total points.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Pyro

  • Bay Watcher
    • View Profile
    • Dragons Can Code
Re: Dwarf Fortress: Gnoll Clans
« Reply #19 on: November 10, 2009, 04:28:49 am »

Untelligent:
Thanks for that dude. :D

From the number of test games I have had the points one gets (by selling useless stuff) seem just about sufficient. What do you guys think?

Should I try an add some high value stuff to 'sell' on embark?
Logged

Pyro

  • Bay Watcher
    • View Profile
    • Dragons Can Code
Re: Dwarf Fortress: Gnoll Clans
« Reply #20 on: November 12, 2009, 05:45:00 am »

BUMP: Update
Major update: Removed un-gnoll like jobs. They can only make weapons out of metal. If you want metal armour for the gnolls scavenge it from the dead :P
Added a new metal for making anvils out of- Gnoll Steel. It is an alloy of iron and copper and quite worthless.
Logged

Pyro

  • Bay Watcher
    • View Profile
    • Dragons Can Code
Re: Dwarf Fortress: Gnoll Clans
« Reply #21 on: November 16, 2009, 05:54:36 am »

Anyone know how to turn off fay moods? I don't think it is keeping with gnoll character to create legendary items.
Logged

Lancensis

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #22 on: November 16, 2009, 09:49:06 am »

Anyone know how to turn off fay moods? I don't think it is keeping with gnoll character to create legendary items.
Hmmmmmmm. Tweak utility? Wouldn't turn them off, but you could nip them in the bud, I'd think. Beyond that? Uhhh, you can't really remove all moodable jobs, and peasants can get moods anyway. Don't excavate so many underground tiles? Chalk it up to insanity and lock them in a room? Maybe Gnoles ARE capable of creating wonderous artifacts, but their buddies just think they're going crazy and lock them up, so they never get the chance.
Logged

DeKaFu

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #23 on: November 16, 2009, 01:07:58 pm »

Anyone know how to turn off fay moods? I don't think it is keeping with gnoll character to create legendary items.

[ARTIFACTS:NO] in init.txt?
Logged

Lancensis

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #24 on: November 16, 2009, 01:51:30 pm »

Heh. Well there you go
Logged

Halconnen

  • Bay Watcher
  • Danmaku Fortress
    • View Profile
    • Certaincake
Re: Dwarf Fortress: Gnoll Clans
« Reply #25 on: November 16, 2009, 02:02:18 pm »

HA. When I saw the question earlier, I spent hours checking the entity file and creature entry earlier to find -something- related to strange moods, because I just -knew- I had seen an Artifact token before.

Figures it'd be in the init file, the one place where it could be and I hadn't looked. D:
Logged

Pyro

  • Bay Watcher
    • View Profile
    • Dragons Can Code
Re: Dwarf Fortress: Gnoll Clans
« Reply #26 on: November 16, 2009, 06:02:40 pm »

Thanks guys :D
I'll stick it in the next version
Logged

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #27 on: November 17, 2009, 01:53:29 pm »

As far as I was aware, the [trANCES] tag causes artifact moods, as well as combat trances.
Logged

Lancensis

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #28 on: November 17, 2009, 02:05:55 pm »

Uh-uh. I think I've given [trANCES] to Hydras. God only knows what they're going to make. Hats, I guess, and lots of 'em
Logged

.:Asch:.

  • Escaped Lunatic
    • View Profile
Re: Dwarf Fortress: Gnoll Clans
« Reply #29 on: November 20, 2009, 12:11:11 am »

Possible answers to some of your questions below. It's a longish post, sorry.
Spoiler (click to show/hide)

Not sure of how much of that will work - I am a fairly novice modder myself

I haven't had a chance to play the mod itself yet but I will when I get home tonight. The graphics look good, better than anything I could do, anyway. Will give you a response on how it goes.

EDIT: Just saw the common domestic tags in the raw, didn't notice them at first, you should probably disregard that
EDIT: More added in to the spoilered part
« Last Edit: November 20, 2009, 12:44:23 am by .:Asch:. »
Logged
Pages: 1 [2] 3