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Author Topic: Teldin's Mod: now 1.1 *new url*  (Read 5745 times)

Fenrir

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #15 on: November 08, 2007, 02:13:00 pm »

I just added a "mods" page onto my DF fansite. May I add a link to your mod there?

[ November 08, 2007: Message edited by: Fenrir ]

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Teldin

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #16 on: November 08, 2007, 02:58:00 pm »

quote:
Originally posted by Fenrir:
<STRONG>I just added a "mods" page onto my DF fansite. May I add a link to your mod there?

[ November 08, 2007: Message edited by: Fenrir ]</STRONG>


Sure, go right ahead.   :)

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mikefictiti0us

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #17 on: November 08, 2007, 03:07:00 pm »

The inclusion of tameable giant spiders is reason enough for me to download your mod! Imagine when mounts are added -- riding a giant cave spider into battle would be the epitome of coolness.
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Tormy

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #18 on: November 08, 2007, 04:19:00 pm »

Yeah the new tamed animal is a cool idea.
Perhaps its time to start modding, I have some nice ideas also.
Good work Teldin!
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Keiseth

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #19 on: November 08, 2007, 04:45:00 pm »

I'm going to try this tonight, it sounds great!

Great, I say. Now, if you included "Dwarvish Muffins" or "Plump Helmet Muffins" or any other sort of muffin, then it would no longer be great. It would be incredible.  :D

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Fenrir

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #20 on: November 08, 2007, 06:10:00 pm »

I added the mod to my site here. It's the first of many, I hope. I'd also like to add the feature list if you'll post it. Thanks!  :D
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Re: Teldin's Mod: now 1.1 *new url*
« Reply #21 on: November 08, 2007, 06:57:00 pm »

Link is dead...?
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Fenrir

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #22 on: November 08, 2007, 07:02:00 pm »

quote:
Originally posted by Funkadelic Jive Turkey:
<STRONG>Link is dead...?</STRONG>

My link?!   :eek:

EDIT: Oh, you mean the link to the mod, ok, yeah, it is. I got the right url now.

[ November 08, 2007: Message edited by: Fenrir ]

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Teldin

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #23 on: November 08, 2007, 08:21:00 pm »

Hmm, looks like we hit too many people downloading it. Interesting!

Here's a new link (OP updated as well)

Click click click

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cons483

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #24 on: November 08, 2007, 08:26:00 pm »

yes! thanks so much; I wanted to try your mod out so bad that I registered just to complain about the dead link, and as soon as I finish registering, I find that you've already re-posted it! awesome!

..first post by the way   :cool:

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BDR

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #25 on: November 08, 2007, 08:36:00 pm »

I can't extract it; my computer claims the files are either damaged or of an unknown format.  I'm using WinRAR, but that's *never* been a problem with .zip before..

Never mind, was downloading the wrong thing.

EDIT: Got a crash; was playing a Wyvern, a steel bolt lodged in my left lower leg (whose idea was it to give steel to goblins?! not even *humans* have it that good!), I pulled it out, and bammo, crash.  I guess it's because the game doesn't rationalize the mouth as a grasping limb (unusable for anything *but* taking stuff out) when no other grasping limbs are available (which I think I will endeavour to change).  It's really strange, though; animals have absolutely no trouble pulling out stuck weapons/arrows.

[ November 08, 2007: Message edited by: BDR ]

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FFT

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #26 on: November 08, 2007, 09:52:00 pm »

This reminds me I need to actually get my plant mod finished with all the additions I was planning and updated to the new version :|

The food mod will still work perfectly fine, though.

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Teldin

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #27 on: November 08, 2007, 10:01:00 pm »

quote:
Originally posted by FFT:
<STRONG>This reminds me I need to actually get my plant mod finished with all the additions I was planning and updated to the new version :|

The food mod will still work perfectly fine, though.</STRONG>



I stole some of your original plants for my mod, by the way (though credited you in the readme). All you'll have to do to translate them to v.33 is to remove their [CAVE] or [FOREST] tokens and set them [WET]/[DRY] and a biome, like [BIOME_NOT_FREEZING] or [BIOME_SUBTERRANEAN_WATER]. The rest I think is identical to the last version of DF.

Maybe all us modders should collaberate and come up with some gigantic food/item/creature mod.   :D

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Zurai

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #28 on: November 08, 2007, 10:30:00 pm »

Along those lines, I was able to get my dinosaurs and cave critters (the ones that are posted without credit in the archive wiki  :mad: ) to work in the new version. The cave critters needed a small biome change, but the dinos work fine as-is. They all need more balance and fine-tuning work, but I had a small herd of triceratops amble through my tropical test fort in the first summer, and I've seen my cave crabs for trade.
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Fourth Triad

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #29 on: November 09, 2007, 12:17:00 am »

are wyverns suppost to have [nobreath]?

[ November 09, 2007: Message edited by: Fourth Triad ]

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