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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 80549 times)

DarthBoogalo

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Re: The Vilous Mod V2.0 No more feeling nakid! 34.06 ready!
« Reply #225 on: March 23, 2012, 11:59:40 pm »

stopped the clothing based fortress deaths by giving supplement cloths.
clothing based fortress deaths
???

e: Found something odd..
Spoiler (click to show/hide)
I think the new DF update made ranged weapons wonkey. :P
« Last Edit: March 24, 2012, 12:48:53 am by DarthBoogalo »
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darklord92

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Re: The Vilous Mod V2.0 No more feeling nakid! 34.06 ready!
« Reply #226 on: March 24, 2012, 12:52:20 am »

ah, those are from testing, i tried to make the weapons only craft-able at the firearms workshop with metal. they can be made at a bowyers out of wood :/


posted 2.1 as a minor fix, so i'm not clogging up everyones error logs.
« Last Edit: March 24, 2012, 12:54:16 am by darklord92 »
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #227 on: March 24, 2012, 12:56:05 am »

Suppose it's un-fixable for now, just imagine it being an ornate wooden stock or something, with metal where it is needed?
Bullets, however..
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DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #228 on: March 28, 2012, 05:27:58 pm »

Spoiler (click to show/hide)
Fix for this.
Spoiler (click to show/hide)

The mental image of an Agudner las twirling a thick curly mustache is a great one indeed.

Bearded ladies aside, isn't this mod pretty close to completion? besides adding things using future DF updates, we only need to go bughunting and to fix up nobles, and flesh out the non-sergal races a bit, I believe.
« Last Edit: March 28, 2012, 05:30:47 pm by DarthBoogalo »
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darklord92

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #229 on: March 28, 2012, 06:17:14 pm »

aye. everything feels prety minor in terms of releases right now. talxyians need graphics still so I'll get to that for next update.

actually there is another race possible to add. it wont be playable though, unless it's the "beach" variety.

http://goldring.wikia.com/wiki/Enoca


final edit:
lastly i still need the fixed plants.
« Last Edit: March 28, 2012, 06:34:11 pm by darklord92 »
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DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #230 on: March 28, 2012, 06:44:33 pm »

I completely forgot about those guys..
Could simply make them amphibious for now, until we can have proper underwater civs, and fluff it up with all of the not-amphibious Enoca's are living in the ocean, hell, we could make those as creatures that aren't part of a civ already, though they'd just sit at the bottom of the ocean and rivers, probably.

I think they could be an NPC civ that brings really good, and expensive! weapons, food and drink, their own armor wouldn't fit some other races, but they could sell thread/cloth made of really durable(leather tier?) sea-weed/grass/whatever?

e: Going even further, the ocean dwelling Enoca creatures could drop a precious gem or something upon death, if you manage to kill one, It'd be the merperson trap all over again!
« Last Edit: March 28, 2012, 07:40:36 pm by DarthBoogalo »
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BigD145

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #231 on: March 28, 2012, 07:42:25 pm »

aye. everything feels prety minor in terms of releases right now. talxyians need graphics still so I'll get to that for next update.

actually there is another race possible to add. it wont be playable though, unless it's the "beach" variety.

http://goldring.wikia.com/wiki/Enoca

The new mermaid farm fodder?
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darklord92

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #232 on: March 28, 2012, 08:02:32 pm »

possibly, i know i can remove all there items and force them to use ocean materials and river materials. and no to the mermaid farms :P the deep sea civs would be near impossible to get to. and the surface civs will live in beach towns.
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DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #233 on: March 29, 2012, 12:20:59 am »

If at all possible, let them make giant sandcastles, blocks made of sand, yes, yes, yes.
I mean, if you even plan on adding them, if so, I could start working on items, Abyssal Weed Tunic?
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darklord92

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #234 on: March 29, 2012, 01:13:39 am »

actually, thinking now, they would be an amphibious race. you could visit the bottom of the sea :P and yes. they should be able to sell seaweed and plants like it but it's not something any race besides the deep ones can.
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DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #235 on: March 29, 2012, 02:30:26 pm »

It is a little known fact that Enoca flesh tastes suspiciously similar to a cow's eyeballs.

What if.. we gave them towns..... and the towns were underwater.........
I imagine that would be an awesome bug, houses filled with air that flood the moment you open the door, I remember seeing a similar thing with a murky pool a few releases back, a house ended up being built in a murky pool for some reason..
Anyway, Enoca, physically on par with Nevreans, but have fancy equipment/materials?
Deep-Sea coral-ish stuff could be their metal, four differents types, a cheap one for building, and two more expensive/hard to get materials, one is good armor, the other is really heavy(blunt weapons), and the fourth holds a good edge, all four are pleasantly colored.
Of course, I have no idea how this could be obtained only by Enoca outside of workshop/reaction magics, since you can't have a proper underwater dwelling civ yet.
When we can have that, the coral could be mineable from the ocean floor, idk.
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darklord92

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #236 on: March 29, 2012, 05:37:04 pm »

hmmm the coral sounds like it should be more a tree so it can be used for building homes ( the game uses wood ) as for metal. mines under the ocean would work as far as i know.
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DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #237 on: March 29, 2012, 05:43:27 pm »

Sure, it iiiis possible to dig right under the ocean, but I don't think..
Wait, a tree with it's biome set in the ocean? Hm..
This is some wonky stuff.
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darklord92

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #238 on: March 29, 2012, 05:45:14 pm »

very much so XD   the normal races arn't really even meant to see this stuff except through trade. however only the shallow variety of enoca will be playable not the deep sea ocean ones. but they will trade.
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DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #239 on: March 29, 2012, 05:57:59 pm »

Perhaps the shallow Enoca can only get a less specialized, all around coral-tree-thing, like iron, but worth more and gives happier thoughts then an iron statue etc. since it looks so pretty, I'd sure as hell import some coral statues of zombie Enoca's for a sergal dining hall.
So shallow Enoca's thing will be primarily producing expensive goods to trade for other goodies, with deep ones selling even better stuff?
It'd be.. difficult to get ocean dweller caravans without making them amphibious, I'm sure you could submerge a trading post and surround the edges of the map with moats leading to it, but.. that's, well, difficult, and I don't think land dwellers can function in water levels that sustain sea dwellers.
We could just make them amphibious as well, and have them all wear breathing masks and tanks full of water on their back, they wouldn't really do anything but justify them having the amphibious tag. :x
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