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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 80626 times)

Eric Blank

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Re: The Vilous Mod V3.7.001 - YAY github :D ?
« Reply #435 on: April 21, 2014, 05:04:59 pm »

I had a question: how do you intend for players to be able to become Zess? There's no longer any interactions for them, nor do they have a syndrome attached to their raws.
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darklord92

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Re: The Vilous Mod V3.7.001 - YAY github :D ?
« Reply #436 on: April 22, 2014, 12:10:03 am »

I had a question: how do you intend for players to be able to become Zess? There's no longer any interactions for them, nor do they have a syndrome attached to their raws.
It's something i need to properly re-implement, the curse interaction needs to be properly re-writen so it's not crashing worldgen ^^;;
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Zavvnao

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Re: The Vilous Mod V3.7.001 - YAY github :D ?
« Reply #437 on: April 22, 2014, 12:28:03 am »

I learned a lot about df with this mod ^^
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darklord92

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Re: The Vilous Mod V3.7.001 - YAY github :D ?
« Reply #438 on: April 23, 2014, 01:34:20 am »

I learned a lot about df with this mod ^^

Feel free to help out on github if you have any ideas to add! I'm glad to help people learn about modding or playing df! I'm always happy to see what they come up with!
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Zavvnao

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Re: The Vilous Mod V3.7.001 - YAY github :D ?
« Reply #439 on: April 23, 2014, 04:27:06 pm »

I saw the github stuff, but what is it in the first place?
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darklord92

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Re: The Vilous Mod V3.7.001 - YAY github :D ?
« Reply #440 on: April 24, 2014, 04:49:28 pm »

The mods basically gone "open source" Though you could already go in and edit things you want. Now the mod is on Github, and I'm looking for people who have ideas they want to see in the mod for a particular race. Github is the easiest way to let you guys help and put in your own ideas!

To explain without going into a "how to use Github" rant; Basically Github lets you setup boxes where your code is stored as you work on it. You can than update your code as a "commit" and it will show all the changes you've made. Github also allows you to "Fork" code. This is what i am encouraging people to do with the mod. Forking lets you make your own copy of the mod and edit it as you feel! From there you can ask if i should "pull" it into the official mod, or if you want to make your own sub-version!

It's like a place for programmers and modders to work on things together or experiment with other peoples code, and even make fixes or improvements the original creator can put in.
« Last Edit: April 24, 2014, 04:51:25 pm by darklord92 »
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Zavvnao

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Re: The Vilous Mod V3.7.001 - YAY github :D ?
« Reply #441 on: April 25, 2014, 01:48:17 am »

Now I understand ^^
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darklord92

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Re: The Vilous Mod V4.0 We're baaaaacccccccckkkkkkkkk
« Reply #442 on: July 08, 2014, 02:15:31 am »

Update to 4.0 YAY FOR 40.01!

4.0
ENVIRONMENT:
-changed "make cobalt bars" into "smelt cobaltite ore" so it fits with the rest of the standard smelting options
-gave cobalt objects a cyan background(like tin) as they are hard to see on a black background

SERGALS:
-sergal north/south entity tweaked due to crashes, some new positions too
-removed the southern sergal school house, will probably be replaced with something less "cheaty" than instantly training skills
-Increased insulation values on northern and feral sergals, and decreased value for southerns

NEVREANS:
-the ability to create cobalt bars and white gold has been moved from nevreans to agunders, as metal refining is more fitting to agunders than nevreans.
-nevreans have been given a new kind of "tech tree" involving electronics.
-added wire-drawing workshop,converts metals into wires(thread).
-added electronics workshop
-returned flier tag to male fliers
-renamed nevrean noble positions so they are less confusing and better reflect a large company
-manufacturing workshop now properly takes at least one form of build material to construct

TALYXIANS:
-feral talyxian have been converted into talyxians
-old humanoid talyxians removed
-talyxian entity ethics slightly changed to prevent constant conflict with other races
-talyxians have extravision tag now due to "sensors" instead of eyes
-talyxians have a faster speed due to there feral shape
-cannot make gloves
-has four feet now with front feet grasping.
-talyxians are split up into several new castes of male female and genderless:
-male and female generic talyxians
-genderless talyxians, can hold possitions of power in other civs during world gen, have NOPAIN and EXTRAVISION
-male and female stalker talyxians, have NOFEAR and EXTRAVISION
-fur color is affected by caste
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darklord92

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Re: The Vilous Mod V4.1 We're baaaaacccccccckkkkkkkkk
« Reply #443 on: July 08, 2014, 01:38:24 pm »

Bumping due to a small hotfix, I should have tested a little harder before I let agunders extremities slip into another dimension! Sorry agunder players! D:
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Zavvnao

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Re: The Vilous Mod V4.1 We're baaaaacccccccckkkkkkkkk
« Reply #444 on: July 08, 2014, 02:49:33 pm »

Thank you for the update <3 and in the raws, next release, will you have mannerism tags for the tails? not criticizing anything as I love this mod and want to try the new one, just a regular question is all X3
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darklord92

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Re: The Vilous Mod V4.1 We're baaaaacccccccckkkkkkkkk
« Reply #445 on: July 08, 2014, 08:29:28 pm »

Thank you for the update <3 and in the raws, next release, will you have mannerism tags for the tails? not criticizing anything as I love this mod and want to try the new one, just a regular question is all X3

I can see what i can do on the side for that. I wasn't aware tails could have mannerism. Than again I haven't messed with that tag much so!
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Zavvnao

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Re: The Vilous Mod V4.1 We're baaaaacccccccckkkkkkkkk
« Reply #446 on: July 09, 2014, 10:52:45 am »

I don't know anything about the new df. It was just that the first thing I did was look at the raw files.

So you can ignore my question then as I jsut think too much. X3

and I have not done fortress mode yet as I do not know what to feed the Sergals or Nevreans, or if it is okay to dig underground with them X3
« Last Edit: July 09, 2014, 11:08:35 am by Zavvnao »
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darklord92

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Re: The Vilous Mod V4.1 We're baaaaacccccccckkkkkkkkk
« Reply #447 on: July 10, 2014, 02:23:13 am »

I don't know anything about the new df. It was just that the first thing I did was look at the raw files.

So you can ignore my question then as I jsut think too much. X3

and I have not done fortress mode yet as I do not know what to feed the Sergals or Nevreans, or if it is okay to dig underground with them X3

There ain't much differences in food sources ( namely because i think the carnivore tag is still broken ), because of that they can all eat the normal foods without any issues. Northern sergals have the largest food difference in that they allow butchery and eating of sapient creatures in their culture, and as such enjoy your finely minced elf.
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Zavvnao

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Re: The Vilous Mod V4.1 We're baaaaacccccccckkkkkkkkk
« Reply #448 on: July 10, 2014, 08:57:57 am »

I see. thank you. ^^ and is it better to make above ground houses or dig down?
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darklord92

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Re: The Vilous Mod V4.1 We're baaaaacccccccckkkkkkkkk
« Reply #449 on: July 11, 2014, 02:13:01 am »

I see. thank you. ^^ and is it better to make above ground houses or dig down?

Shouldn't really matter, though underground is easier, and the game expects you to do some digging to get metals and such so. ultimately up to you.
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