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Poll

Direforged needs ...

... a clearer manual
- 36 (12.4%)
... a more flavorful manual
- 25 (8.6%)
... expanded options for dwarves
- 27 (9.3%)
... expanded options for shyhak'ur
- 22 (7.6%)
... more adventurer-playable entities
- 27 (9.3%)
... more fortress-playable entities
- 38 (13.1%)
... more diversity in existing additions
- 33 (11.3%)
... more new creatures
- 28 (9.6%)
... more new plants
- 19 (6.5%)
... less of something that I'll maybe post
- 2 (0.7%)
... something you left out of the poll that I'll maybe post
- 6 (2.1%)
... dragon liver roast
- 28 (9.6%)

Total Members Voted: 84


Pages: 1 [2] 3 4 ... 17

Author Topic: Direforged Original 47.0X  (Read 104978 times)

Smitehappy

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Re: Direforged Mod v0.1
« Reply #15 on: May 17, 2010, 04:59:37 pm »

Gotta say I really appreciate this mod. New plants are awesome(Especially the Murkbloom), all the creatures seem well thought out with their own little quirks, original language is a great little touch and I can't wait to lose of few dwarves to some Flarestone.

All and all an amazing package, you definitely have my download.
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Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.

Dagoth Urist

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Re: Direforged Mod v0.1
« Reply #16 on: May 19, 2010, 08:54:34 am »

You've done good work at differentiating the different civilizations from each other, thanks to language, variations of leadership, etc. Kudos! I think this mod has great potential :D

Also, does living swords and divine axes drop anything when slain? Usable weapons, for example? :) If not, I think you should definitely try to add that. It would work the same way as when bronze colossi are slain, when they leave behind a statue.
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- "Very well. If you are impatient to begin. Go ahead. You are the challenger. To you goes the first blow." -

Knight Otu

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Re: Direforged Mod v0.1
« Reply #17 on: May 19, 2010, 09:19:42 am »

Thanks to both of you. :)

Divine axes and living swords do indeed drop weapons when slain - a mithral battleaxe or a steel short sword, respectively.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Zargen

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Re: Direforged Mod v0.1
« Reply #18 on: May 19, 2010, 09:48:34 am »

It seems I'm not the only one who enjoys pet crabs and figured out how to mod a correct crab body!  8)
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UnLimiTeD

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Re: Direforged Mod v0.1
« Reply #19 on: May 19, 2010, 11:41:58 am »

Bah... Mithral... thats one generic name.
I'll try this mod, I guess, It's small enough to run with the system and be mergeable with new workshops.
But I'll rename that stuff Moonsilver, that sounds less Tolkien-esque.
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... How long have I been away?

Knight Otu

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Re: Direforged Mod v0.1
« Reply #20 on: May 20, 2010, 10:08:52 am »

I'd like to think you'll find enough non-generic, non-Tolkien stuff in Direforged in addition to generic/Tolkienesque material to balance them out.

That said, I have ideas regarding mithral that may make it reasonable to rename it, depending on whether they work as I hope they do. We'll see. :)
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Lancensis

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Re: Direforged Mod v0.1
« Reply #21 on: May 20, 2010, 12:24:06 pm »

Bah... Mithral... thats one generic name.
I'll try this mod, I guess, It's small enough to run with the system and be mergeable with new workshops.
But I'll rename that stuff Moonsilver, that sounds less Tolkien-esque.

"Selenite" might be a good name, except it's rather close to selenium.
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Dagoth Urist

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Re: Direforged Mod v0.1
« Reply #22 on: May 20, 2010, 01:43:42 pm »

Why not "Wasfdqweasdxzite"? It's very Tolkien-esque. Unconventional, too! I can assure you that it hasn't been used ever, for some inexplicable reason.
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- "Very well. If you are impatient to begin. Go ahead. You are the challenger. To you goes the first blow." -

UnLimiTeD

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Re: Direforged Mod v0.1
« Reply #23 on: May 20, 2010, 05:26:43 pm »

And you can cook delicious letter soup from it!
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... How long have I been away?

Knight Otu

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Re: Direforged Mod v0.1
« Reply #24 on: May 21, 2010, 04:20:06 am »

"Selenite" might be a good name, except it's rather close to selenium.
There might be a slightly bigger problem with  the name. Might.

Why not "Wasfdqweasdxzite"? It's very Tolkien-esque. Unconventional, too! I can assure you that it hasn't been used ever, for some inexplicable reason.
Despite the obvious elegance of that name, I feel it might not be in my interest to use it. I mean, it sounds a bit too much like a Wuradi name. ;)
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Lancensis

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Re: Direforged Mod v0.1
« Reply #25 on: May 21, 2010, 08:01:12 am »

"Selenite" might be a good name, except it's rather close to selenium.
There might be a slightly bigger problem with  the name. Might.

Heh. Well, at least now we know where I got the idea from, eh?
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Zajadu

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Re: Direforged Mod v0.1
« Reply #26 on: May 30, 2010, 03:09:36 pm »

First of all, I really like this mod. There's just one problem I've found.
Oak Treants. They seem invincible. I had all of my animals and Dwarves and some Dwarves from a caravan attacking it. They broke every part of its body, and it kept fighting. After about 150 pages of combat logs, it had only killed two of my animals, which isn't an issue. I ended up removing the [NOPAIN] tags and such, which worked fine.
It was kinda fun though, so not that big a problem.  :D
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Knight Otu

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Re: Direforged Mod v0.1
« Reply #27 on: May 31, 2010, 03:21:07 am »

Hm, the arena results can be kind of misleading. A few axedwarves should be able to bring one down if they act together, but that's not a given in fortress mode, and I might have overpowered them with some last-minute changes. I'll tweak them a bit for the next version so they're rarer and a bit more vulnerable.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Lancensis

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Re: Direforged Mod v0.1
« Reply #28 on: May 31, 2010, 09:33:10 am »

I might suggest making Flarestone a bit more useful, perhaps by having it usable in a powerful alloy. Right now, I just ignore it as much as I can, in case I set a dwarf on fire.
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Knight Otu

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Re: Direforged Mod v0.1
« Reply #29 on: May 31, 2010, 10:24:55 am »

I'll think about additional uses. I might add it to the creation of summersteel, lowering the amount of incense needed. That doesn't help with people unable to build the Halls of Flame, so another use would be called for.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu
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