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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 58299 times)

forfor

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Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #420 on: October 02, 2015, 02:02:33 pm »

How funny would it be if I started modding because of your conversation about how deon inspired you to mod XD
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forfor

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Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #421 on: October 02, 2015, 02:05:09 pm »

Also has anyone made a wiki for this mod? With dwarf fortress being the way it is, I'd love to not have to figure everything out by poking around in the dark XD
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Teneb

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Re: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #422 on: October 02, 2015, 02:37:34 pm »

Also has anyone made a wiki for this mod? With dwarf fortress being the way it is, I'd love to not have to figure everything out by poking around in the dark XD
No wiki. Maybe a manual in the future, but I'm busy with another mod right now. If you got any questions ask here and I will answer.

AdmiralDane

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Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #423 on: November 20, 2015, 05:19:02 pm »

Possibly a dumb question, but how do you correctly pasture the toolboxes?  I've tried to make two centurions, and neither one was made, but the resources were consumed.
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Teneb

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Re: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #424 on: November 21, 2015, 09:36:23 am »

Possibly a dumb question, but how do you correctly pasture the toolboxes?  I've tried to make two centurions, and neither one was made, but the resources were consumed.
Same way as you'd pasture any animal. Designate a pasture zone and assign them there. If I have time, I'll convert this kind of stuff to DFHack.

AdmiralDane

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Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #425 on: November 21, 2015, 03:58:33 pm »

Then I had it pastured correctly, now to figure out why the two centurions weren't made.  Neither appeared in the unit list, despite their construction being finished.
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austinwelser

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Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #426 on: November 29, 2015, 09:04:54 am »

This mod is the only reason I sorta like ASCII graphics.
Also, in the still there is only the make mead option, but getting honey can take a while so how am I supposed to get drinks for my little meatshields?
« Last Edit: November 29, 2015, 07:41:35 pm by austinwelser »
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Teneb

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Re: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #427 on: November 30, 2015, 04:33:32 am »

I won't be updating this mod in a bit of a while due to both the upcoming release of DF and because I intend to learn lua so I can do DFHack stuff. Just saying this so people don't get their hopes up for a quick compatibility update.

AdmiralDane

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Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #428 on: November 30, 2015, 09:51:19 am »

Maybe not the best time to ask, but any ideas on the issues with centurions?  I had a third one (an archer) built but it never appeared, even on the unit list.  Perhaps I am doing something wrong?  I have the toolbox pastured inside the machinist's workshop.
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Teneb

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Re: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Falling Stars
« Reply #429 on: November 30, 2015, 11:51:46 am »

Maybe not the best time to ask, but any ideas on the issues with centurions?  I had a third one (an archer) built but it never appeared, even on the unit list.  Perhaps I am doing something wrong?  I have the toolbox pastured inside the machinist's workshop.
I likely screwed up at some point or other when making the reaction. Assume it's broken, because it might very well be.
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