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Author Topic: Teldin's Mod: now 1.1 *new url*  (Read 5716 times)

Teldin

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #30 on: November 09, 2007, 01:11:00 am »

quote:
Originally posted by Fourth Triad:
<STRONG>are wyverns suppost to have [nobreath]?

[ November 09, 2007: Message edited by: Fourth Triad ]</STRONG>


Ah, that was my cheap hack before I gave it a proper throat and stuff. It doesn't matter, except that with [NOBREATHE] turned on, you never suffocate even if your throat is ripped out.

I'm still not quit sure where the bug is with pulling stuff out, it worked perfectly like that on the last version. Someone do this: try adding [GRASP] to the mouth or claw bodyparts in body_default.txt.

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Fourth Triad

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #31 on: November 09, 2007, 04:46:00 am »

I just notice wyverns don't have feet just claws...
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Morlark

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #32 on: November 09, 2007, 08:54:00 am »

I've added a link to this mod on the wiki, on the new creatures and new plants pages. Sounds like a really great mod.   ;)
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Fenrir

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #33 on: November 09, 2007, 04:53:00 pm »


Cluck! Cluck! 175 chickens!
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Tormy

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #34 on: November 09, 2007, 05:18:00 pm »

quote:
Originally posted by Fenrir:
<STRONG>  :D

PS. What is your FPS when 175 chickens are on the screen?

[ November 09, 2007: Message edited by: Tormy ]

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Fenrir

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #35 on: November 09, 2007, 05:36:00 pm »

I'll have to try again with the fps display on.
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Fenrir

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #36 on: November 09, 2007, 05:40:00 pm »

With 200 chickens it stays at about 50+ FPS.
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Adalore

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #37 on: November 09, 2007, 07:32:00 pm »

Erm... Looking at the now "HUGE" list o adventurer start up's
I have noticed that the most beastly creatures even with claws can't do splat with them. well beyond well clawwing.
I'd think they'd work as a clumsy grasp, but thats just me.

Also, with the spiders, is there any way to clime up and down walls?
Really wish that'd work.

and one more thing, what is this "Arachnid" deferent form the other spiders? I noticed when looking at it's info that it had a proper head and body, is it an spider anthro or some thing?

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Tormy

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #38 on: November 09, 2007, 07:34:00 pm »

quote:
Originally posted by Fenrir:
<STRONG>With 200 chickens it stays at about 50+ FPS.</STRONG>

Not bad!   :cool:

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FFT

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #39 on: November 09, 2007, 08:28:00 pm »

quote:
I'm also going to add FFT's alcohol and food mods to it if nobody objects, if I can convert them to v.33 properly.
The food mod doesn't need any changes, and I've updated the alcohol mod to the new version as well as adding some plants I was meaning to get around to   :)
http://www.dwarffortresswiki.net/index.php/User:FFT

[ November 09, 2007: Message edited by: FFT ]

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Teldin

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #40 on: November 09, 2007, 08:53:00 pm »

quote:
Originally posted by Adalore:
<STRONG>Erm... Looking at the now "HUGE" list o adventurer start up's
I have noticed that the most beastly creatures even with claws can't do splat with them. well beyond well clawwing.
I'd think they'd work as a clumsy grasp, but thats just me.

Also, with the spiders, is there any way to clime up and down walls?
Really wish that'd work.

and one more thing, what is this "Arachnid" deferent form the other spiders? I noticed when looking at it's info that it had a proper head and body, is it an spider anthro or some thing?</STRONG>


After trying to decipher your post I think you mean: the monster races (arachnid, wyvern) are not powerful enough? Their claws and bites are generally pretty good (arachnid bite and wyvern stinger both paralyze), they are very beefy creatures.

The arachnid has a human upper body on a spider lower body, like a spider-centaur.. They should be able to wield items and grasp things properly. Did you get the 1.1 version? With FFT's alcohol stuff in it? It has an updated body_default file.

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Kyselina

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #41 on: November 10, 2007, 03:50:00 pm »

God, WHY RAPIDSHARE   :(
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lumin

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #42 on: November 10, 2007, 03:58:00 pm »

Uh...for those of us that have never used Teldin's Mod, what does it do exactly?  I find the link to download it, but an explanation of exactly what it does would be nice to.

 :)

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Xgamer4

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #43 on: November 10, 2007, 04:03:00 pm »

Here, this should be v1.1 for those who have a hatred of rapidshare.  http://pyromaster4.googlepages.com/teldinsmod.zip
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Fenrir

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Re: Teldin's Mod: now 1.1 *new url*
« Reply #44 on: November 10, 2007, 04:22:00 pm »

quote:
Originally posted by lumin:
<STRONG>Uh...for those of us that have never used Teldin's Mod, what does it do exactly?  I find the link to download it, but an explanation of exactly what it does would be nice to.

  :)</STRONG>



Yes, please post a feature list, if and when you can get around to it.
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