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Author Topic: Colors  (Read 1495 times)

MASTER_PROGRAMMER

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Re: Colors
« Reply #15 on: January 04, 2011, 03:35:20 pm »

but the problem is, it doesn't have any of the abilities or attacks of the vermin creature i'm trying to make appear. ):
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rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
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Re: Colors
« Reply #16 on: January 04, 2011, 03:47:45 pm »

vermins do not attack in this version of DF.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

MASTER_PROGRAMMER

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Re: Colors
« Reply #17 on: January 04, 2011, 03:51:14 pm »

.......
i'm going back to an older version......  :(
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Rex_Nex

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Re: Colors
« Reply #18 on: January 04, 2011, 07:42:20 pm »

Did they ever attack?
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MASTER_PROGRAMMER

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Re: Colors
« Reply #19 on: January 05, 2011, 06:27:02 pm »

it looks like they did before...... ._.

anyways.....how does slavery work in dwarf fortress??
is it even implemented yet?
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D_E

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Re: Colors
« Reply #20 on: January 05, 2011, 06:48:00 pm »

If an entity has slavery enabled, captives left over from world gen wars will sometimes show up in that entities sites in adventure mode.  And maybe in sieges from that entity
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

MASTER_PROGRAMMER

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Re: Colors
« Reply #21 on: January 06, 2011, 07:02:39 pm »

....no players as slaves?

......d*mn.......  :(

is there a way to cause a player to switch castes while IN adventure mode??
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