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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 80026 times)

MaskedMiner

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Re: Classical Sergals Mod V0.5 - Looking for suggestions!
« Reply #15 on: February 05, 2012, 08:29:27 am »

Hi, didn't you mention this mod in the thread I made? .-. I decided to come here to check

Anywaaaaay, this mod seems kind of a niche mod, especially since I have no clue what sergals are.
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darklord92

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Re: Classical Sergals Mod V0.5 - Looking for suggestions!
« Reply #16 on: February 05, 2012, 06:03:26 pm »

Hmmm. Thanks, I could always post up a definition of what they are and some history from /tg/. I would like trying to avoid a certain historical figure from the story though.


In the most basic sense: Sergals are a race from the novella Vilous by Trancy Mick however the Sergal race became much more popular than Vilous due to exposure on 4chan, and namely Rain Silves one of the "anti-heros" of the novels. Unfortunately this also lead to people believing Rain was the prime example to what a Sergal was(trust me in the story she is FAR from a good role model.) with this mod I'm attempting to recreate the culture after her empire collapsed and she disappeared at the end of the books.
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The Vilous Mod - Jingle berries!

MaskedMiner

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Re: Classical Sergals Mod V0.5 - Looking for suggestions!
« Reply #17 on: February 06, 2012, 02:37:00 am »

Also you could tell on first page how this mod is different to Vilous mod you mentioned .-.

And what about religion you mentioned? How does that mechanic work in this mod? And what do those new buildings do?
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darklord92

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Re: Classical Sergals Mod V0.5 - Looking for suggestions!
« Reply #18 on: February 06, 2012, 03:20:42 am »

Religion is the vanilla DF religion system the original mod did not have that framework set up. as for differences between the mods I felt it sort of rude to compare mine has a little more content but his is based on a different part of Vilous history. I'll add the workshop abilitys though
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darklord92

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Re: Classical Sergals Mod V0.6 - History and bug fixes!
« Reply #19 on: February 07, 2012, 01:38:42 am »

-0.6
=introduced lore
=bug fixed workshops
=bug fixed stores
=new graphics for ferals and yellow eye terrors from chronojiuj
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The Vilous Mod - Jingle berries!

MaskedMiner

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Re: Classical Sergals Mod V0.5 - Looking for suggestions!
« Reply #20 on: February 07, 2012, 05:43:19 am »

Religion is the vanilla DF religion system the original mod did not have that framework set up. as for differences between the mods I felt it sort of rude to compare mine has a little more content but his is based on a different part of Vilous history. I'll add the workshop abilitys though

Well, there is that fact that if I don't know difference between them I can't know why I should play other one over the other .-. I've got the idea that they are different mods even though they feature same subject.
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darklord92

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Re: Classical Sergals Mod V0.6 - History and bug fixes!
« Reply #21 on: February 07, 2012, 07:16:05 am »

Mines a bit more complicated involving mega beasts and added workshops. his involves just the basic creatures and items being Sergals. so if you want all of the advanced stuff take mine if you want only Sergals take his :3
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: Classical Sergals Mod V0.6 - History and bug fixes!
« Reply #22 on: February 07, 2012, 03:56:24 pm »

Hi,
Spoiler (click to show/hide)
Make a .txt called 'reaction_wanderer_sergal', copy the above code into it, and put the .txt into your Sergal-Mod raws folder.

Gen a new world, you can now make Sergal things in adventure mode, while in adventure mode, hit the x key and use the create menu.

Don't worry about your woodcutting axe becoming a crossbow or something, it still functions the way it should, Same for needles.
Making Face Veils and Mouth Scarves don't work correctly, not sure why, but you can make plant fiber armor with the reactions.
There are probably a few other problems, too, but most of the reactions work just fine, I'd appreciate being told of any other errors or fixes to the Veils and Scarves problem.

Shamelessly butchered and put back together from Deon's Genesis adventure reactions.
http://www.bay12forums.com/smf/index.php?topic=52988.0
« Last Edit: February 07, 2012, 10:46:35 pm by DarthBoogalo »
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darklord92

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Re: Classical Sergals Mod V0.6 - History and bug fixes!
« Reply #23 on: February 07, 2012, 07:21:35 pm »

I'm checking with Deon first before i implement it. thanks for showing the reactions. if he says yes i'll post the credits to both of you.
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darklord92

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Re: Classical Sergals Mod V0.6 - History and bug fixes!
« Reply #24 on: February 09, 2012, 10:22:09 pm »

-snip-
I tested it out. it runs fine, and I like the idea however I'm already borrowing from another mod, and what about people who already have the wanderer mod. it would create a conflict. feel free to use it and share it for my mod. I'm not including it simply to avoid conflicts wit hthe original mod and make it easier for the people who play this mod :)
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DarthBoogalo

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Re: Classical Sergals Mod V0.6 - History and bug fixes!
« Reply #25 on: February 09, 2012, 10:25:22 pm »

Spoiler (click to show/hide)
Sergals are very good at naming their military forces.
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darklord92

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Re: Classical Sergals Mod V0.7
« Reply #26 on: February 09, 2012, 10:36:36 pm »

I had no idea at all that that word was in there XD, WOW. Northern or Southern?


also bump for new release!
« Last Edit: February 09, 2012, 10:41:37 pm by darklord92 »
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DarthBoogalo

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Re: Classical Sergals Mod V0.7 - Nearly up to first release!
« Reply #27 on: February 09, 2012, 10:46:49 pm »

They are Northern, I was (pleasantly) surprised to find the word myself, of course, it's probably meant to be of the dog in heat variety.
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darklord92

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Re: Classical Sergals Mod V0.7 - Nearly up to first release!
« Reply #28 on: February 09, 2012, 10:49:53 pm »

so there military is a female dog in heat....... and she plays rough?   :P
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: Classical Sergals Mod V0.7 - Nearly up to first release!
« Reply #29 on: February 09, 2012, 11:10:47 pm »

They currently bop each other over the head with wooden glaives while sitting on the floor of their barracks in full bone armor.
At least, that's what I like to think they are doing.
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