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Poll

List of things to do

Add Orc tribes (Smaller than a waaaagh!) - i'm starting to work on this one
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Add chaos dwarves - modder needed
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Add Ogre Tribes - done
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..
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..
- 0 (0%)
..
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Total Members Voted: 0

Voting closed: March 31, 2012, 09:54:22 am


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Author Topic: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1  (Read 79963 times)

Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #555 on: May 06, 2013, 03:55:07 pm »

Im trying out the Bretonians for the first time and got two knights right off the bat. This should be fun. Wooden castle here I come.
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abrightdark

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #556 on: May 08, 2013, 08:50:43 pm »

Hello I just downloaded the mod today aha after reading through decided that I wanted to play as a Norse in adventure mode which is lots of fun, was wondering if it's possible to play as Norse in fortress mode though as every world I try doesn't seem to have them selectable from the CIV tab while embarking. Am I just getting unlucky or are they unplayable in fortress mode? :D

Awesome mod btw great work everyone involved.
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #557 on: May 09, 2013, 08:53:47 am »

As far as I know, as of right now the norse are unplayable. You can just check by going into the raws and seeing if the controllable civ tag is at the beginning
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abrightdark

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #558 on: May 09, 2013, 10:10:03 am »

Thank you very much, aha didn't realize it was so easy to check. xD still very new to DF, thanks again.
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #559 on: May 09, 2013, 02:18:28 pm »

Not a problem. I am always happy to answer questions because i got my info from others answering my questions
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Lostsoul

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #560 on: May 14, 2013, 09:12:59 am »

I think bretonnian nobles should be nerfed. They got allready legendary skill when they move to my fortress. Theres no point, that you get so skilled workers so early.

But yeah, awsome mod anyway.
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Pokon

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #561 on: May 14, 2013, 03:08:21 pm »

I think bretonnian nobles should be nerfed. They got allready legendary skill when they move to my fortress. Theres no point, that you get so skilled workers so early.

Well, they are pretty uncommon, and they are the only educated people in the country besides the knights, and there entire purpose is to kill things with fancy weapons.

Realating to this, I started up a Bret fort and got six worthless commoners and a Grail Knight. I do belive the game is telling me something.:P

Also, for modding suggestions, are Rhinoxen in? Any plans for Slaughterbrutes and Vortex beasts?
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SDood

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #562 on: May 18, 2013, 07:21:23 pm »

I think bretonnian nobles should be nerfed. They got allready legendary skill when they move to my fortress. Theres no point, that you get so skilled workers so early.

Well, they are pretty uncommon, and they are the only educated people in the country besides the knights, and there entire purpose is to kill things with fancy weapons.

Realating to this, I started up a Bret fort and got six worthless commoners and a Grail Knight. I do belive the game is telling me something.:P

Also, for modding suggestions, are Rhinoxen in? Any plans for Slaughterbrutes and Vortex beasts?

Yeah i can look into nerfing the nobles so they do not learn ALL skills so fast and just select ones, Since nobles would not be common workers anyway. I am planning on adding Slaughterbrutes and Vortex beasts along with the rest of the Chaos units.Good call on the Rhinox i overlooked those i'll plan on adding those as well.

As for updates i haven't worked on anything new since the last version, i may start making some new creatures and other updates while i wait for the new Dwarf Fortress update and plan on converting everything over and updating it to the new version of Dwarf Fortress at some point.
« Last Edit: May 21, 2013, 05:09:24 pm by SDood »
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #563 on: July 25, 2013, 08:45:45 am »

Just died of laughter when in year one of my hold, suddenly all the corpses on the map began to rise up. Turns out tombking thieves will rez corpses. Epic
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Imperial Guardsman

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #564 on: July 25, 2013, 02:46:00 pm »

is chaos playable?
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #565 on: July 25, 2013, 07:30:15 pm »

As far as I know they are.
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Imperial Guardsman

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #566 on: July 25, 2013, 07:45:06 pm »

WHY ARE ALL THE MAPS BEING REJEKTID
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Imperial Guardsman

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #567 on: July 25, 2013, 09:30:10 pm »

Fixed, is there any way i can force servitors of chaos as playable?
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #568 on: July 25, 2013, 11:14:47 pm »

they are civ controllable. What you might need to do is increase the number of races spawning to get them. I just looked at the raws and confirmed that the entity_CHAOS is civ controllable. Are they at least showing up for you?
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Imperial Guardsman

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Re: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1
« Reply #569 on: July 26, 2013, 07:52:14 am »

Yes
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