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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


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Author Topic: Direforged Original 47.0X  (Read 105047 times)

DrunkGamer

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Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« Reply #180 on: November 20, 2015, 02:31:59 pm »

Ah, yes. That's something I fixed in the options file I uploaded separately, here. Using that one should solve the problem.

Yup, it worked.

I'm just dumb and I can't read the latest comments, my bad.
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Knight Otu

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Re: [0.42.02] Direforged Mod v1.3 - To the Hive!
« Reply #181 on: December 10, 2015, 08:20:37 am »

With version 1.3b, Direforged has been updated to 0.42.02.

Various generic 0.42.x updates
Specific 0.42.x changes:
   Carraighs are now intelligent wilderness creatures that can join civs rather than pets, and were made a little smaller.
   Shyhak'ur get strange moods, at least for now.
   Aurides now value knowledge highly, cunning less so.
   Aurides, encar, and wuradi get partially-random values.
   Removed syrinx and ocarina.
   Added vault as a dwarven civilization name portion.
   Frost stalks can be turned into paper (tundra papyrus) directly like papyrus.
   Weavervine can be made into paper via mill and press (vinethread paper).
   Great sphinxes get a few scholar skills.
   Powerful roar interactions (great and anurisphinx) cause terror, a few interactions cause erratic behavior
Poison weird vapor material was misnamed in its interactions.
Dwarf diplomat no longer comes as an additional trade diplomat when playing as dwarves through the options file.
Various detail changes in Direforged entities' positions. Encars and deep evils now get lieutenants and captains.
Carmine fey and hobgoblin ethics now require killing of enemies, and those of carmine fey also of neutrals.
Spiderroot and wyrmblood tree logs should now be properly named.
Encar body part descriptions were faulty.
Changed the Wanderer's Friend toys into tools.
The Direforged options script now exists as a Python3 script as well as a Python2 script.
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Rammok

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Re: [0.42.02] Direforged Mod v1.3 - To the Hive!
« Reply #182 on: December 14, 2015, 06:04:42 pm »

With version 1.3b, Direforged has been updated to 0.42.02.

Various generic 0.42.x updates
Specific 0.42.x changes:
   Carraighs are now intelligent wilderness creatures that can join civs rather than pets, and were made a little smaller.
   Shyhak'ur get strange moods, at least for now.
   Aurides now value knowledge highly, cunning less so.
   Aurides, encar, and wuradi get partially-random values.
   Removed syrinx and ocarina.
   Added vault as a dwarven civilization name portion.
   Frost stalks can be turned into paper (tundra papyrus) directly like papyrus.
   Weavervine can be made into paper via mill and press (vinethread paper).
   Great sphinxes get a few scholar skills.
   Powerful roar interactions (great and anurisphinx) cause terror, a few interactions cause erratic behavior
Poison weird vapor material was misnamed in its interactions.
Dwarf diplomat no longer comes as an additional trade diplomat when playing as dwarves through the options file.
Various detail changes in Direforged entities' positions. Encars and deep evils now get lieutenants and captains.
Carmine fey and hobgoblin ethics now require killing of enemies, and those of carmine fey also of neutrals.
Spiderroot and wyrmblood tree logs should now be properly named.
Encar body part descriptions were faulty.
Changed the Wanderer's Friend toys into tools.
The Direforged options script now exists as a Python3 script as well as a Python2 script.

Nice work Knight Otu, and fast.

Knight Otu

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Re: [0.42.02] Direforged Mod v1.3 - To the Hive!
« Reply #183 on: December 15, 2015, 05:22:40 pm »

1.3c is a less timely update of Direforged raws to the 0.42.03 changes. In addition, I re-added the new book titles of 0.42.01 that I accidentally omitted from the zip file, and carraighs also get the equips token so that they're capable of getting armor and such.
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Arvoitusmies

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Re: [0.42.03] Direforged Mod v1.3 - To the Hive!
« Reply #184 on: December 17, 2015, 02:04:04 am »

Bug in version 1.3 for df 42.03 direforged_options_p files. On line 928 you have entity.civ_mode_line where you'd need entity.site_mode_line. This fixes fortress mode toggle.
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Knight Otu

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Re: [0.42.03] Direforged Mod v1.3 - To the Hive!
« Reply #185 on: December 17, 2015, 09:37:50 am »

I could have sworn I caught them all. Thanks, I've uploaded a fixed version.
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Knight Otu

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Re: [0.42.04] Direforged Mod v1.3 - To the Hive!
« Reply #186 on: December 30, 2015, 03:17:12 pm »

Direforged has been updated to 0.42.04. In addition to those raw changes and text fixes, there have been a few minor changes:
Added missing periods to some shyhak descriptions.
Made the rare shyhak castes somehat more common in relation to the others.
Shyhak mentars received natural scholar skills
Gave needle sprites the ability to grasp with their lower arms for the time being.
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Starsly

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Re: [0.42.04] Direforged Mod v1.3 - To the Hive!
« Reply #187 on: January 16, 2016, 01:26:57 pm »

Crashes during the loading screen for world generation.
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Knight Otu

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Re: [0.42.04] Direforged Mod v1.3 - To the Hive!
« Reply #188 on: January 18, 2016, 04:02:43 pm »

Odd. I believe I've narrowed down the problem to be in creature_large_temperate, but the only changes it underwent between versions was the addition of the giant/men variants from vanilla. I thought it was the pandas (or rather, my changes to them), but evidently not. I've got another lead, but I haven't checked that one yet.
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Knight Otu

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Re: [0.42.05] Direforged Mod v1.3 - To the Hive!
« Reply #189 on: January 20, 2016, 09:18:11 am »

Well, the problem turned out to be deer men, who crashed world generation due to a bug I've previously reported and promptly forgot about. Either way, I've uploaded a fixed version that also includes the DF 0.42.05 raw changes.
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dorne

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Re: [0.42.05] Direforged Mod v1.3 - To the Hive!
« Reply #190 on: January 31, 2016, 07:58:44 pm »

Well, the problem turned out to be deer men, who crashed world generation due to a bug I've previously reported and promptly forgot about. Either way, I've uploaded a fixed version that also includes the DF 0.42.05 raw changes.

Looks like the download link is for 42.04; the 42.05 version doesn't seem to be available yet.
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Knight Otu

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Re: [0.42.05] Direforged Mod v1.3 - To the Hive!
« Reply #191 on: February 01, 2016, 05:22:55 pm »

Ouch. I'll check and fix that as soon as possible (it's getting late here, so not today).
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Knight Otu

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Re: [0.42.06] Direforged Mod v1.3 - To the Hive!
« Reply #192 on: February 16, 2016, 05:34:53 am »

I've uploaded the 0.42.06 raw update for Direforged. The adventure mode reactions now use categories much like the new vanilla bonecarving category (and actually use that category as well).

(I had re-uploaded the 0.42.05 raws before that, I just didn't post about it)
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LtGreeneyes

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Re: [0.42.06] Direforged Mod v1.3 - To the Hive!
« Reply #193 on: February 16, 2016, 11:49:45 am »

I voted in the poll and one of the categories I selected is 'something not listed'.

I'd like to see more ingame text from the manual... As it seems in the more recent versions, text info boxes for everything ingame are a thing now, it'd be great if you (or someone) could start transferring information from the manual to those whenever possible. This would mean not having to work on an external document and people would be able to submit changes a little more coherently. It would also mean that new players would be more able to just pick up and play the game without having to reference external documents.
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Knight Otu

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Re: [0.42.06] Direforged Mod v1.3 - To the Hive!
« Reply #194 on: February 17, 2016, 01:57:08 pm »

It's a good idea in principle, and I did a little start with reaction descriptions in a previous update. The main problem is that the game isn't quite yet at the point where it could easily replace the manual - item descriptions are limited to tools and instruments at the moment, for example, and the text boxes are easy to overload with walls of texts without line breaks or categories. I'm sure I'll slowly improve the in-game information, though.
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