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Futur developement

More tilesets. (Cla, JollyBastion, Vherid)
More optional modifications. (a slippery slope)
More utilities. (I wouldnt even know which ones)
More standardization (even less rocks/gems/stuff)
More bugfixes (whatever is left)
More balancing (for example include Modest Bodies with better joints)
Something else, I let you know in the comments.

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Author Topic: <<<Accelerated DF and Modest Mod>>> - V1.1 now with GUI, 2 versions, 3 tilesets.  (Read 113482 times)

Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #180 on: March 20, 2013, 07:29:14 am »

I havent done it yet because its 10 versions, and I am all in Masterwork atm. Modding two mods, with completely different sets of raws can make you crazy. I will get to it eventually, but today its all about motorbike tests... tomorrow is my exam.
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splinterz

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #181 on: March 20, 2013, 07:33:55 am »

I havent done it yet because its 10 versions, and I am all in Masterwork atm. Modding two mods, with completely different sets of raws can make you crazy. I will get to it eventually, but today its all about motorbike tests... tomorrow is my exam.
totally understandable, i just wanted to let you know this little branch is appreciated and hopefully still worth maintaining. good luck on your exam :D

Meph

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #182 on: March 20, 2013, 07:37:48 am »

Just checked.. yeah, 2000 downloads is a lot more then I expected, judging from the small amount of feedback here. Which is usually about the yarn token, or selfmade fixes :P
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Intrinsic

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #183 on: March 20, 2013, 08:44:01 am »

Yep highly appreciated! while my machine is a beast and can handle normal DF i had never played with a mod before so wanted to start simple upon my return to DF :)
Thistleknot compiled most of the bug fixes and this into one of his mods which is what i use, although he left out the [yarn] fix for some reason.
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moozaad

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #184 on: March 24, 2013, 08:35:45 am »

hey meph. thanks for your work here and MW! I'd appreciate an update here too please. :-*
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #185 on: March 30, 2013, 10:46:33 am »

Yep highly appreciated! while my machine is a beast and can handle normal DF i had never played with a mod before so wanted to start simple upon my return to DF :)
Thistleknot compiled most of the bug fixes and this into one of his mods which is what i use, although he left out the [yarn] fix for some reason.

Derp, did I hear my name?

Well, I thought I put in fixes from some other chaps PLUS my mods.  Please be aware my mod isn't accelerated mod with JUST the bug fixes, it's got some borrowed stuff from other mods, but in all honesty, one could just not use those features (i.e. don't make bronze anvils, or stone bins... wait, no, there is one exploit that can't be avoided, in my mod the military trains a buttload faster) and it would play like regular df (except possibly with some traded items, but I guess you could just not buy those too).

I thought I put the yarn fix in there, as I was just copying and pasting from some other chaps, now I'm going to have to check it out.

Update:
Okay, I found out why I didn't include the yarn fix... cuz Jimmy said here there was an obscure fix for it, but for shits and giggles, I added the yarn fix anyways (see AccMod link in my signature)

If I feel like I have the time, maybe I'll create a vanilla version of all these rolled up changes, to be honest though, I just made it for myself, but never really got confirmation from my playtest that things were working as intended from Jimmy's fixes, but to be honest, if someone just copied Jimmy's fixes from the post he posted a while back, and adding the yarn to the material file, then I think everything would be addressed.

Splinterz,
Btw, is the "broken arrow" you referenced to the speed of the arrow keys?
« Last Edit: March 30, 2013, 11:26:28 am by thistleknot »
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Intrinsic

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #186 on: March 30, 2013, 12:45:17 pm »

Hmm i didn't notice anything amazing(seemed usual) with military training for some reason, and even after many years i don't think i have any on armour user past lvl1. I use 2 man groups, sometimes 3 but with 2 train orders so they can still spar.
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thistleknot

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #187 on: March 30, 2013, 12:50:25 pm »

it's there, I verified I had dwarf's after about 3 sieges with hero status (something that never happened normally).  They were great marksman...  I incorporated faster skill rates from an option in modest mod.

Intrinsic

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #188 on: March 30, 2013, 12:57:30 pm »

Odd, i sent all my guys flying into all the fights(unusal for me, i usually play safe ;p ) for a bit of fun. I did actually think for a while that i just had this mod in the thread and not yours but verified the files and all was the same as yours. I should check again though as you mentioned breaking down wood items to get planks, but never saw an option anywhere for that, where should it be?

And have you see this mod? it sounds great: http://dffd.wimbli.com/file.php?id=7415
Dunno how it'd fit in with this though or yours, but looks great :)
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Deon

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Re: Accelerated DF merged with Modest Mod - Bugfixes, Balancing and FPS
« Reply #189 on: March 30, 2013, 01:10:22 pm »

That is an poosite of accelerated df, with VERY creature-specific materials :D.
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Meph

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Accelerated DF - only FPS improvements. Nothing more, nothing less.

>>> DOWNLOAD ::: Windows (V.1.1 for DF 34.11) <<<

>>> DOWNLOAD ::: Raw-Only (V.1.1 for DF 34.11) <<<


Mac/Linux users please download the raw-only version and copy+replace all files in your dwarf fortress folder





Accelerated Modest Mod - FPS improvements, bugfixes and balancing.

>>> DOWNLOAD ::: Windows (V.1.1 for DF 34.11) <<<

>>> DOWNLOAD ::: Raw-Only (V.1.1 for DF 34.11) <<<

Mac/Linux users please download the raw-only version and copy+replace all files in your dwarf fortress folder

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Meph

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Changelog
Accelerated DF - V.1.1

 - Added utilities. A lot of them.
 - Fixed missing yarn token
 - Fixed wool using silk template
 - Lowered amount of available material types for mandates, to avoid nobles demanding materials that dont exist.
 - Renamed standard creature materials to "animal material" instead of "  material".
 - Added [LEATHER] to gauntlets. Since gloves have been removed leather armor was incomplete.
 - Reduced all stone/gem cut shaped to one. Oval Cachobon.
 - Red beryl no longer asks for non-existing schist rock.
 - Nether Caps give netherwood again, instead of standardized wood (temp immune)
 - Bauxite can now be used for porcelain. (I removed Kaolinite, which was the only source for it)
 - Fixed double keypresses (init setting key_hold_ms and key_repeat_ms was too low)
 - Engravings are now obsucred (d_init setting)
 - Ground tiles are standardized (d_init setting)
 - Removed low boots
 - Added optional decorational buildings: Display stand, potted plant, potted tree, planted grass
 - Added GUI based on LNP

« Last Edit: April 09, 2013, 05:12:04 pm by Meph »
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thistleknot

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I'm glad to see the leather stuff in there! :)

Update:

What kind of effect does this have?
Quote
Several stone types leave only dust, no solid stone

I mean, am I getting less stone now, as in am I getting less stone to build blocks and furniture from?

Update:
I think bugfixes should be included as well (such as empty buckets).

I mean... if it's a bug, everyone wants it fixed (including dfhack)... so that's my two cents

errors:
unhandled exceptions when I try to checkbox utilities (any of them)... maybe  I'm missing .net?
« Last Edit: April 09, 2013, 10:34:40 pm by thistleknot »
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Vin

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Posting to say thanks for this. I've been using Masterwork with a lot of the features turned off as I do like the base game experience, but now I can have the best of both worlds! \o/

I do have one question. Modest mod has some optional modules (Rubbless, Cat Damper, Seasonal Crops, etc.) and I didn't know whether they were included in your fused version?

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Meph

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Thistleknot: It means that some rocks evaporate, if you play with temp on. Sandstone/Mudstone mostly. I guess it doesnt matter much, because most people play with temp off with this. I might even remove this feature, because I can see the confusion it can cause when people turn temp on/off in between saves.

Why should I include bugfixes? I have the entire modest mod in there, it includes bugfixes anyway. About your checkbox problem: Try the "reset list" button under the list, its probably because your file path is different. Otherwise no idea what could cause it.

@Vin: Optional modules I could include, but probably not in the settings.exe. If you add Seasonal Crops to a save, then disable Seasonal Crops, then update your savegame, you will break it. The raws have to be exactly the same. If I add raw-changing options, you cant change the tilesets that easily. I know the problem from Masterwork. But I can simply include the download folder with the modules, OR include some by default. I do have my own version of Rubbless for example, and Eternal Fashion is outdated, the binary patches fix that bug... Cat Damper I can easily include by default.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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