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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 103758 times)

Deon

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Re: Nchardahrk - a TES mod|||development thread
« Reply #30 on: May 19, 2011, 04:52:39 am »

I was carried away by Terraria, hehe. Rarely you can see me not participating in DF Modding every day. I will look into it.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Teneb

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Re: Nchardahrk - a TES mod|||development thread
« Reply #31 on: May 25, 2011, 12:07:29 pm »

I'm putting this project on hold, at least until June 12, due to the fact that I've been very, very busy. But I assure you genteldwarfs, it will be done (one day. maybe). Meanwhile, bloody centurions are still taunting me with their inability to stand or grasp, the bastards. 
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Teneb

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Re: Nchardahrk - a TES mod|||development thread
« Reply #32 on: June 07, 2011, 04:11:07 pm »

The centurions have been finally fixed (thank Steele for that), and I've got some free time, I'll try to release a first version soon.
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Monstrous Manual: D&D in DF
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Teneb

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Re: Nchardahrk - a TES mod|||V1.0 Released
« Reply #33 on: June 21, 2011, 07:27:29 pm »

Version 1.0 released. "manual" included in the package
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kilakan

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Re: Nchardahrk - a TES mod|||V1.0 Released
« Reply #34 on: June 21, 2011, 07:33:51 pm »

wootz, happy to see this is still being worked on, and can I recommend blight versions of creatures, with the next DF release, since you would actually be able to create things like corpus, and bite transmitted blight.
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Teneb

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Re: Nchardahrk - a TES mod|||V1.0 Released
« Reply #35 on: June 26, 2011, 04:25:58 pm »

V1.1 released

Changelog:
Fixed world-gen bug, in wich it could not place the civ.
Fixed incorrect biome token on draugr and the incorrect spelling of it's name
Gave slaughterfish and kaugoti [NOFEAR]

Edit: currently uploading, will be up in the main post in a second download in the first page
« Last Edit: June 26, 2011, 04:30:17 pm by Deathsword »
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Coco146

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Re: Nchardahrk - a TES mod|||V1.1 Released
« Reply #36 on: July 03, 2011, 04:36:49 pm »

Looks very cool :D
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Teneb

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Re: Nchardahrk - a TES mod|||V1.1 Released
« Reply #37 on: July 04, 2011, 12:41:54 pm »

Updated first page to show what I've already done for the next version
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Nighthawk

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Re: Nchardahrk - a TES mod|||V1.1 Released
« Reply #38 on: July 07, 2011, 08:15:28 am »

I hope that you're trying to get the civs complete. It was the expansive amount of races in Elder Scrolls that really makes your choice matter.

Personally, I'm praying for Khajit.
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Teneb

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Re: Nchardahrk - a TES mod|||V1.1 Released
« Reply #39 on: July 07, 2011, 02:23:55 pm »

I hope that you're trying to get the civs complete. It was the expansive amount of races in Elder Scrolls that really makes your choice matter.

Personally, I'm praying for Khajit.
All of them shall be added. Khajiit will, of course, have all their subtypes
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Aramco

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Re: Nchardahrk - a TES mod|||V1.1 Released
« Reply #40 on: July 08, 2011, 02:15:48 am »

TES as in The Elder Scrolls, right?

Slaughterfish is the only creature on that list I've ever heard of...
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Teneb

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Re: Nchardahrk - a TES mod|||V1.1 Released
« Reply #41 on: July 14, 2011, 04:29:39 pm »

Currently working on another civ, then I'll update the manual and release v1.2
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Nchardahrk - a TES mod|||V1.2 Released
« Reply #42 on: July 14, 2011, 06:49:09 pm »

V1.2 is here, and so is the sixth house. These guys are tough, especially their leaders, the Ash Vampires.


EDIT: The Corprus disease itself will have to wait until Toady releases the next version.
« Last Edit: July 14, 2011, 06:54:10 pm by Deathsword »
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kilakan

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Re: Nchardahrk - a TES mod|||V1.2 Released
« Reply #43 on: July 14, 2011, 07:32:02 pm »

I think an enchanting workshop would be a great addition to this mod.  Take a piece of armor or a weapon, a crap load of gems (or a specific stone that drops only on certain creatures deaths) and get a better weapon or piece of armor.  I realize the whole heat and cold things don't work anymore but you could do something like 'enchant two-handed sword with feather' and get a fairly light sword that is huge but can be used in one hand.
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Teneb

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Re: Nchardahrk - a TES mod|||V1.2 Released
« Reply #44 on: July 14, 2011, 07:45:38 pm »

I think an enchanting workshop would be a great addition to this mod.  Take a piece of armor or a weapon, a crap load of gems (or a specific stone that drops only on certain creatures deaths) and get a better weapon or piece of armor.  I realize the whole heat and cold things don't work anymore but you could do something like 'enchant two-handed sword with feather' and get a fairly light sword that is huge but can be used in one hand.
Nice idea. Will probably do it whenever I do daedric armor.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?
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