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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 80015 times)

darklord92

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The Vilous Mod V4.3 New thread in proper sub forum
« on: December 12, 2011, 04:44:01 pm »

NEW THREAD V4.3 and on


This is a variant of:chronojiuj and Skies Vilous mod

For those who have found this mod, welcome be you just interested in a new mod to play with or a fan of Trancy Mick's work. Those of you who have just stumbled upon this welcome to my take on a Vilous mod for dwarf fortress. First off what is Vilous? Vilous was a set of short novels written by Trancy Mick around 2008-2009 though much of the novels remain untranslated her works can be found here on the Vilous wiki. Though dwarf fortress is not able to copy the story of Vilous it is very much capable of bringing its own worlds to life with her creatures. Though this mod plans to expand much further at a later date to include some of her more recent work; I've mostly focused on the main races of Vilous. The races included in this mod are: both breeds of Sergals, northern and southern, as well as the avian like Nevreans, the talyxian cat people, the mechanical talyxia, the satyr like Agunder, the fish like Enoca and finally the undead Zess. Each race has a mixed variety of armor,weapon, and crafts they can construct as well as several new systems such as refining crude into asphalt or the construction of nevrean firearms (have fun finding saltpeter and sulpher together). Best of luck with your new fortresses! and remeber: The land of the beast men is on the march, May the other races tremble.

Spoiler: DF adventure hook (click to show/hide)



Download: http://dffd.wimbli.com/file.php?id=5255
NOTE: Drag raw and data into your main DF folder as it adds files to raw AND data!
NOTE 2: Mod is now safe to mix with any other mod due to creatures and items etc having a DL92_ prefix


GitHub page: https://github.com/darklord92/Vilous_Mod


Spoiler: Features (click to show/hide)

RACES:
Spoiler: Sergals (click to show/hide)
Spoiler: Nevreans (click to show/hide)
Spoiler: Talyxian (click to show/hide)
Spoiler: Agunder (click to show/hide)
Spoiler: Zess (click to show/hide)
Spoiler: Enoca (click to show/hide)
« Last Edit: July 15, 2014, 11:22:32 pm by darklord92 »
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The Vilous Mod - Jingle berries!

Vherid

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Re: Vilous mod V0.10 Revival
« Reply #1 on: December 19, 2011, 01:13:14 am »

It's trancy mick

Spish

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Re: Vilous mod V0.10 Revival
« Reply #2 on: December 19, 2011, 01:25:04 am »

I recall the original topic being active not too long ago. Sounds like Skie might continue work on the mod. At any rate, that shouldn't discourage you from contributing.
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chronojiuj

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Re: Vilous mod V0.10 Revival
« Reply #3 on: December 19, 2011, 04:01:05 am »

Me and vellarain had an updated version going too, but I couldn't figure out why the sergals couldn't forge armour

So yeah, don't let this stop you from updating it! :)
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darklord92

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Re: Vilous mod V0.10 Revival
« Reply #4 on: December 23, 2011, 12:00:00 am »

*nods* i'm glad the community here is a lot nicer than most of the modding communities i know ^^; seeing as (from what i see. correct me if i'm wrong) that you've integrated and far improved the vilous mod into sergal fortress. hmm... would there be any way i could use the raws and change it so that it plays like the old/vanilla/other race version of the mod. so yoru still dwarf but sergals are a race you can trade play in adventure etc. ( if there are any changes besides the playable civ tag.(as well as creature raws, seems sergals don't bite properly in the old raws )
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chronojiuj

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Re: Vilous mod V0.10 Revival
« Reply #5 on: December 23, 2011, 02:09:58 am »

Dwarves are still playable, you just need to check your neighbors screen when choosing your civ (the top is the civ you'll be).

However if you wish to improve our edit, go for it.
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darklord92

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Re: Vilous mod V0.10 Revival
« Reply #6 on: December 23, 2011, 01:40:52 pm »

i wouldn't mind actually just merging together and say one is if you want to play pure dwarfs with sergals. and the other with a higher chance to play sergals. i thought the mod was dead because it came up in none of the searches i did. it was a mod i found in my old backup of 31.16 i thought: well why doubt new players a chance to experience this mod? i may just discontinue though. now that i know the mod is in fact very strong going and alive ^^

and thanks Vherid for the spelling.
« Last Edit: December 23, 2011, 02:04:19 pm by darklord92 »
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darklord92

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Re: Vilous mod V0.11 fixes
« Reply #7 on: December 29, 2011, 01:59:51 pm »

I tried out your mod chrono. i do like it but most of the time the sergals didn't make a civ. which i found a bit disapointing :( aside from that. i forgot to put in items.txt so this is an updated version v.11
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chronojiuj

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Re: Vilous mod V0.11 fixes
« Reply #8 on: December 29, 2011, 06:25:07 pm »

If you were using vellerain's raw, that might be because they are set to [CANIVORE], which is bugged in this df version. Though if it is happening with the others, then I'm not sure. :(

You did remove the raws that aren't being used (vanilla/genesis/vellarain), didn't you?
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darklord92

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Re: Vilous mod V0.11 fixes
« Reply #9 on: December 29, 2011, 09:27:51 pm »

not exactly sure. i'll try with just specific raws. it's probably conflicts.i had to update my version again becasue it borked up my mod x.x and thus htis update. sergals stopped equipping things and making weapons.
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darklord92

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Re: Classical Sergals Mod
« Reply #10 on: January 24, 2012, 08:19:21 pm »

-bump- due to complete rewrite and new mod working off chronojiuj's mod.
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darklord92

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Re: Classical Sergals Mod V0.2
« Reply #11 on: January 26, 2012, 07:30:20 pm »

bump due to update to version 0.2

added school house and some weapon changes to southern sergals.
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darklord92

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Re: Classical Sergals Mod V0.3 - Introducing the Yellow eye terror
« Reply #12 on: January 29, 2012, 01:42:20 am »

bump due to update to v0.3 added the yellow eye terror as well as some tweeks to northern southern and feral Sergals. Shops are currently bugged. however i am looking into the issue. it doesn't seem to always happen. Human, dwarf, elf, etc... shops are unaffected.
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darklord92

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Re: Classical Sergals Mod V0.4 - Religions and mud!
« Reply #13 on: January 30, 2012, 02:45:47 pm »

bump for 0.4 added mud crafters workshop religions and speech for the lair hunting yellow eye terror
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darklord92

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Re: Classical Sergals Mod V0.5 - Religions and mud!
« Reply #14 on: February 04, 2012, 01:58:48 am »

update for version 5:
made each caste even more distinct
=northern sergals worship an empress / southern sergals follow a high priestess
=Yellow eye terror now takes over goblin and possibly human civs, reduced frequency
=Fixed the shop crashing issue
=fix the commander squad crashing issue
=made sages printable from embark, having no manager is a pain.
=added prime minister Nobel, not appoint-able works like the dwarfs outpost liaison, removed outpost liaison tag from Diplomat as the diplomat handles trade on your site leading to the glitch where a random farmer would come to meet instead.
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