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Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 47722 times)

gumball135

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #30 on: January 21, 2010, 05:20:59 pm »

I'm going to try this mod out after school tomorrow just because you have a nice, well laid out description. And I love TES :P
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #31 on: January 22, 2010, 11:51:21 am »

Thank you, I like structured lists to provide the users with info about a product they're going to use. I like clear descriptions for mods and tools too, because sometimes I find it satisfying just to read descriptions of some mods, and definitely it makes the understanding of the contents much easier.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Keita

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #32 on: January 23, 2010, 06:03:15 am »

OK, sorry for such a long wait. Haven & Hearth started working on my laptop.

I've only started but the graphics are exquisite. The numbers,letters and symbols have a very clean, minimalist view to them, they don't jump out of the screen and demand your attention. The graphics for races and animals are very detailed and I know exactly what I'm looking at.

Hopefully later I'll come back with something about the game mechanics.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #33 on: January 23, 2010, 06:13:20 am »

Looking at the Community Fort, orcs need [NOFEAR] and probably some damblock. They run too fast when you kill half of them. Also I think that another hostile race would be good too. Mostly because I like combat :).
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Supercharazad

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
« Reply #34 on: January 23, 2010, 11:37:52 am »

Khajiit?! What? They are not Chimer, where did you get it? They are a native beast race for some provinces, as argonians are natives of swamps.
Also, orcs being close to chimer?? I've never heard about it, it's not Tolkien, but I am gonna check anyway.

Jeremy: I agree that they'd be OK with woodcutting, but during worldgen dwemer and imperials chop down such huge territories that they bascally turn Bosmer treehomes into steppe homes... I guess that'd piss them off :). And I didn't want to take out the mechanics of treequota completely, and Bosmer suited well for this purpose.


If I remember correctly, anything with the -mer suffix is an elf, the proper name for an orc is the "orsimer"
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #35 on: January 23, 2010, 11:45:01 am »

Yeah I've figured it out already:
Thank you. Orsimer they are then :D. Anyway, I forgot to add that if anyone experienced a crash upon embark it's fixed for the next version. There should be any plant with leaves, even a placeholder plant, for the game to know that everything is allright. I knew it thanks to a "quarry bush" thread and it's easy to fix.

Still, thanks for the attention :).
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Im_Sparks

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #36 on: January 23, 2010, 09:41:33 pm »

'Scuse me, sir.

But what exactly are harpoons and what are they used for?
I have ~20 fish bone 'poons lying around my fort and want to know if they're a replacement ballista ammo or what?
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Eagle0600

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #37 on: January 23, 2010, 10:15:08 pm »

You could always check the raws. They tend to make it pretty obvious.
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Im_Sparks

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #38 on: January 23, 2010, 10:30:11 pm »

You could always check the raws. They tend to make it pretty obvious.

They're used as some sort of gigantic, heavy crossbow ammo.

Kinky.
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Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #39 on: January 23, 2010, 11:24:41 pm »

They are for Arbalests. Those dwemer-only xbows. Also you can produce normal bolts to use looted crossbows and bows (both are in xbow category so you can use them both). They also have a very high stick chance, it's especially useful for adventure mode when you want to retrieve your ammo back.
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Roundabout Lout

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #40 on: January 26, 2010, 06:22:58 pm »

I love it!

I embarked next to a river and laughed as mudcrabs chased everyone away from the wagon, haha.
And the reclaim party all drowned when they wanted to pick a fight with the slaughterfish XD

Good work on the mod+graphics, I hope this will be re-done shortly after the next release. Gotta go gen a proper world and all.
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Eagle0600

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #41 on: January 27, 2010, 03:49:20 am »

Damn slaughter-fish. I hate them from two separate games. And now, apparently, a third.
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Roundabout Lout

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #42 on: January 27, 2010, 06:19:47 pm »

Well. Orcs invaded and took the fort. Went to do a reclaim only to find the orcs are now friendlies!!!
For all I know though, the same thing could have gone for goblins in vanilla, I don't have much reclaim experience
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #43 on: January 27, 2010, 07:47:51 pm »

Wrong diplo mechanics for now :). You'll see, with the first orc ambush they should become angry and hostile again. Aggro system right now in DF has a lot of bugs (funny and not too funny).
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Riversand

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #44 on: January 31, 2010, 09:55:24 pm »

excuse me, but looking through the plants in your mod, I did not see any moonsugar... which should be able to be made into skooma, or eaten raw.
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