Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4]

Author Topic: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]  (Read 20993 times)

Cannabust

  • Bay Watcher
  • Prick with a pick
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #45 on: January 05, 2011, 11:33:27 pm »

bumping again, can you tell me about fort mode? I'd like to give that a go!

Don't let this die, it's my favorite mod!
Logged
Current Adventurer: Fel AXESEVER, the MOUNTAINOUS VIOLENCE
http://new-eggbert.myminicity.com/ind (WE NEED FACTORIES!)
Armok needs blood, I just do it with picks.

inEQUALITY

  • Bay Watcher
  • Living On the Mirror's Edge
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #46 on: January 06, 2011, 06:36:27 am »

Sorry it's taking so long, real life is very inopportune when it comes to modding, as it were. To be honest, I've about forgotten [some of] what I've checked off for v0.1.1c and what I haven't, so the patch is going to be bulkier than usual, unfortunately.

As for fortress mode, the goals for v0.2.0a include the new evil siege and skulking civs causing problems mid-game, and some re-balances in terms of sieges and nobility. There will also be several new research trees to phase out vanilla DF buildings, to really change up how the mode is played. As for the current features of fortress mode, there's one research tree, shouldn't be bugged if you applied the hotfix. Beyond that, you can embark with a good bit more, and different, options than normal DF. Who, afterall, wouldn't want to give up 501 pts to bring along a War Grizzly Bear? Also, your Forerunners, not being alcohol dependent, will hence not need alcohol to make it through the working day. This lightens DF's difficulty only slightly and only mostly right after embark, but with the way the mode will work eventually, I'll hopefully restore more of the fun and challenge to parts of it, in new ways.

Considering I haven't extensively tested Fortress mode, if anyone wants to play through it and let me know any concerns about sieges and the like (or if they even exist in the mod's current state, I can't typically make it that far without being sidetracked, apparently) it'd be very invaluable.

At any rate, I'm glad you really like this mod. Gives me some hope for the future of this mod, and since I'll be having a fair bit o spare time upcoming, some work may just yet get done.  :P
Logged
Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Yoink

  • Bay Watcher
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #47 on: January 13, 2011, 07:28:23 am »

Hey, I haven't had internet for a while, but I still like this mod, too!
I suppose I've got an outdated version, but oh well... My current hobby is playing as a golm (The golm civ in my world is ridiculously poor- All they have are crappy weapons, loincloths and an occasional shield, and their ONLY building is a single fortress) peasant, putting points into social, and then recruiting an army of golms and charging out to battle titans, colossi and all the other megabeasts... :D

My first attempt, they were completely wiped out by a tundra titan... So was the second group, by the same one... And then, the third attempt, my golm was completely torn up by the titan, and started crawling away, then the others managed to kill it!
Bloody addictive! :P Although colossi are kindof impossible with the crappy golm weapons. Anyway, rambling aside, keep up the good work on the mod! :)
Logged
Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

inEQUALITY

  • Bay Watcher
  • Living On the Mirror's Edge
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1b]
« Reply #48 on: January 13, 2011, 07:42:19 am »

Haha, I think their weapons were a bit more nerfed in the older versions, but yeah, Golm tend to be insanely primitive but very strong naturally. And indeed, 90% of the Colossi are tough bits of work, but they were designed to be that way haha. It was a pain in the rear to balance them against other races; ever had a quest against a golm bandit? Not the healthiest sort of quest for a peasant reaver, mind you.

Anyway, I can't seem to find my notes on what needed doing in v0.1.1c other than the hotfixes for research in Fortress mode, so I'm just going to go ahead and package it and start working on v0.2.0a today (!!finally!!). There's going to be lots of new things by the end of it.

As always, glad to hear people are still enjoying the mod. :)

Also, some question for people if you guys don't mind:
1. Anyone really feel the need for a graphics pack? I've never messed with them myself, but I can sprite well enough that I could make one if it would make a big enough difference to players.
2. Favorite things about the mod? Fond/humorous memoirs of characters, lost or still living, always great too.
3. Least favorite things about the mod? Anything you think ought to be improved or changed.

Feel free to post your thoughts in the thread or else PM me, either is fine.  :D

EDIT: Also, I've tried extensive research on this, but I just can't seem to find an answer. Anyone have any idea on how to output a video to the format Toady uses for DF? I found some obscure camera video export program's extension that matched it, but I seriously doubt that's what he used to make the intro videos. :P I'm obviously planning on keeping his "Toady One" intro vids, not like I'm about to take credit, but I do want to replace the DF vid with my own for the mod.
« Last Edit: January 13, 2011, 07:48:53 am by inEQUALITY »
Logged
Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

inEQUALITY

  • Bay Watcher
  • Living On the Mirror's Edge
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]
« Reply #49 on: January 30, 2011, 01:47:51 am »

Alright, I'm sorry for the continuing delay here guys, but things have been rough here, and the most recent setback was having to reinstall Windows without being able to back up my files, and stupid me never got around to setting up his digital locker. So, I'm back to square one as far as 2.0a goes. Hopefully going to bounce back from this turn of events, so wish me luck guys!

Thanks to all those who play the mod!
Logged
Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

ShayuaHaise

  • Bay Watcher
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]
« Reply #50 on: February 11, 2011, 03:47:04 am »

Like the mod, especially the music. Reminds me of Final Fantasy, and I always loved that kind of music. Keep up the good work.

Hmm, I've encountered a couple of bugs, though. (Or things I don't understand.) I was playing as Forerunner, and I cut by a night creature. No big deal, I killed it, but as I left I noticed I was in extreme pain. Upon reading up on this race (I chose it because of it's cool name.), I realized that their blood (ichor) makes things pass out, or an equivilent. But, I don't think my own ichor should make me fall unconcious.

Eventually it stopped (when I plunking into a stream and it washed off.) and I gathered up companions and went on my way. Then, as we're sleeping, I'm attacked by bogeymen. With two companions, this was odd, until I realized, they weren't my companions anymore. When the bogeymen attacked (or shortly before) they uncompanioned and went rogue, proceeding to kill all bogeymen, and then me.

Was any of that supposed to happen?
« Last Edit: February 11, 2011, 04:43:10 am by ShayuaHaise »
Logged

GrayFoxUA

  • Bay Watcher
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]
« Reply #51 on: February 11, 2011, 11:32:55 am »

This is an awesome mod, I'm loving the Final Fantasy music. I'm just wondering whether this mod alters the economics of the game in any way? Because in .18 you can instate your own nobles but upon embark (I used the second embark profile) I realised I had embarked with 4 nobles, expedition leader being 3 of those.
Logged

inEQUALITY

  • Bay Watcher
  • Living On the Mirror's Edge
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]
« Reply #52 on: May 12, 2011, 05:38:46 pm »

It's been a while since I last visited the forums because of a hard drive crash and other personal events. Thanks to everyone who played my mod, and any who might still be revisiting it from time to time. However, I think that having to lose the progress I had made into the next version, and with Toady's upcoming release, I've decided to start a new modding project with the same degree of quality, if not better, and even more effort and originality. I'll be doing most of the work before the release of his next version of DF, and then finalizing with the new tokens and, obviously, new hardcoded material. I won't spoil much about my mod except a short teaser:

A light that shines on pacts of blood. Unbreakable, invincible. Spread throughout the multiverse. All will become One.

I see men, garbed in white robes of holiness spilling their red life onto the steps of their temples in worship. Women, garbed in the black veil of lies and power.

I see those whose sight is twice our own. Physically, and spiritually. Bowing, homage to the forces of nature. Calm self-assurance and honor.

I see a Mother of great power, a Mother whose rule extends further outwards by the marching of plated boots and grumbling Small Ones. One by one, nations fall beneath Her power. Cities crumble by Her words.

And yet they fight back. Great heroes rise. Legends topple.

Nothing is fair. There is no love. There is only war.

This is what I see, not in one world, but in many.

Oh so, so many...
Logged
Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Seriyu

  • Bay Watcher
    • View Profile
    • Springless Clock
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]
« Reply #53 on: May 12, 2011, 09:07:55 pm »

Eyy, I was wondering what happened to this just recently. Good to see you haven't given up.  :D

inEQUALITY

  • Bay Watcher
  • Living On the Mirror's Edge
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]
« Reply #54 on: May 13, 2011, 05:27:04 am »

Well, in all technicality, I have on Saecular itself in favor of creating a better mod. Depending on how early/late Toady can get his release out will pretty much determine when the new mod comes forth. I'll be using some ideas from this mod in the new one (Which, I forgot to mention, is named "Planar") but a lot of these are only ideas I had finally implemented after my last release and before the hard drive crash.

But I am glad that my mod made any impact at all. It makes a little ol' modder like me feel good about the things he does.  :P

It's just good to be back in the game. Literally.  ;D
Logged
Quote from: Carl Sagan
It does no harm to the romance of the sunset to know a little bit about it.
If the magma cannon doesn't count, they aren't proper scientists.

Nighthawk

  • Bay Watcher
  • INT Score: Yes
    • View Profile
Re: †++†SAECULAR†++† [Tales of Worlds Unseen v0.1.1c]
« Reply #55 on: July 25, 2011, 04:47:16 pm »

BUMP. Just 'cause.

This is one of my favorite mods.
Logged
Pages: 1 2 3 [4]