v6.2.2. is up!
http://dffd.wimbli.com/file.php?id=8110v5.0 is up!
http://dffd.wimbli.com/file.php?id=7596Based on my favorite first mod ever played (Civilization Forge!)
CHANGELOG
v5.3.8 Fixed various incorrect creature_mat:animal:whatever to local_creature_mat:whatever, to include: eye, wax, ink, royal_jelly, mead, etc... (got the idea from the chitin)
v5.3.7 Fixed animal chitin to just show chitin by creating a new creature_insect_accelerated.txt. My first attempt to fix it brought all the names of the creatures that it was pulled from.
v5.3.6 Fixed animal skin entries, it was due to creature_mat:animal:chitin in the chitin_template pointing to nothing
v5.3.5 Reverted Tanned_chitin back to local_creature_mat (animal doesn't have a tanned_chitin)
v5.3.4 Changed A LOT of local_creature_mat's to creature_mat:animal for added creatures (Accelerated Mod's optimization) in hopes of finding the animal skin culprit...
v5.3.3 Added some new creature entries and tissue entries to support animal_rare, animal_exotic, animal_lamellar, hopefully to alleviate any innapropriate animal skin items?
v5.3.2 Hopefully fixed some weird armor types from being produced by deleting *.txt.bak files from the objects folder (backups of files apparently).
v5.3.1 Fixed a typo on wool for [items_hard]
v5.3 (Modest Bodies!) (All I have to say is: BEWARE THE BRASS COLOSSUS)
- Added in Modest Bodies (after figuring out the missing/deleted humanoid_joint entry (w/no one's help))!
- Hopefully fixed ridiculous coif's existing. I added armorlevel:2 to coif's so it's understood there made out of chain material metals? Thx Hugo_the_Dwarf
- Re added [items_hard] to wool since the coif thing has been fixed.
v5.2
- Modest Mod has been implemented!
I didn't change any graphic changes (I'm not sure if that would mess up accelerated mod's settings.
I didn't comment any exotic mounts.
Lots of grazing changes! Animals shouldn't eat so much grass now!
v5.1 (GREATLY SIMPLIFIED STONE!, thx goes to Mephansteras) NO MORE ERRORLOG.TXT ENTRIES!
I added back in (all remapped to whatever was found in civforge before)
kimberlite
Microcline, needed for crystal_frost
orthoclase (had since the beginning)
Removed
colored marble's
gems
amazonite
gemstone_jet
nightfire
stone_mineral
nivocite
verdenite
nightstone
lepidolite
zinnwaldite
muscovite
PHLOGOPHITE
CHALCANTHITE
Kept & Reasons
Reaction Gems
CRYSTAL_FROST
FIREHEART
CRYSTAL_STORM
CRYSTAL_WARD
CRYSTAL_FLARE
CRYSTAL_ROCK
Reaction Stones
TRUESILVER
LEVITITE
ILMENITE
SALTPETER
CINNABAR
COBALTITE
STIBNITE
MELANTERITE
CHALCANTHITE
stone weapons
flint as it appears in sedimentary layers
bladestone as it appears in all stones
obsidian (vanilla, found far below
aluminum (*ALUNITE (removed as of accelerated)
shale_alum
bauxite
salt
rock_salt_deposit
rock_salt
magnesium (*TALC (removed as of accelerated & found inside dolomite)
dolomite
olivine
v5.0.7
- Re-added leggings to all the relevant entities
v5.0.6 WHOOPS...
- I deleted pants... should have never have done that... No wonder my dwarf's were getting pissed!
- More integrated Javelin support (pulled from v3.0.5, I'm glad I saved those prior posts)
- Removed reference to zombie/skeleton graphics to prevent errorlog entries.
v5.0.5 (GRAPHICS!)
- Javelin entity entries added for humans and sand raiders.
- Figured out how to import graphics, might not be perfect yet, but everyone's got something in there now.
v5.0.4
- Removed [items_hard] from wool template
- Re-added permitted reactions for my mountain entities (the wood saving stuff).
- You can just extract the raw's over your save raw's and maintain saves.
v5.0.3
- Removed these currently unsupported transformations (to prevent the game from crashing, thanks Meph!)
Unrecognized Caste Token in Body Transformation Effect: OGRE_KOBOLD_ARMORED:MALE
Unrecognized Caste Token in Body Transformation Effect: OGRE_KOBOLD_ARMORED:FEMALE
Unrecognized Caste Token in Body Transformation Effect: DWARF:NECRO_MALE
Unrecognized Caste Token in Body Transformation Effect: UNNAMED_ONE:MALE
Unrecognized Caste Token in Body Transformation Effect: DWARF:NECROFIGHTER_MALE
v5.0.2
- Removed some trailing ] that I thought were the result of a bug, but honestly, was due to not enough armor items... which has been remedied. There needs to be at least 3 items for coverage for a specific item (if it's tagged with :common, which is 75% coverage)
v5.0.1
- Standardized trees...
TODO
Graphics
MINOR: include modest mod tile changes (probably have no affect in graphic mode, but since I didn't use it as a base... err, I had to re-incorporate the changes and shortened the process by eliminating these)
MINOR: fix icons for various creatures
MINOR: Graphics: I'd like to update the Xelic's and Drow, as they don't seem to match, but I got the Orcs and Warlocks looking correct!
- Lots of duplicate graphic entries
INCORPORATE MODEST MOD CHANGES (I thought they were already in here, but doing a winmerge w vanilla, I see they are not
simplify stone a little bit
implement modest bodies after I figure out how to get it to stop throwing joint errors
MINOR/MAJOR: simplify metals?
MINOR/MAJOR: simplify gems using simplegeology mod
MAJOR: 6 armed xelic's, 8 armed xelic's, 8 legged, 8 armed xelic's?
MAJOR: create some creatures
MAJOR: import Putnam's fire wand
MINOR: possibly remove mattock (do I really need a mattock, battle-pick, and pick?)
MINOR: remove evil armor, replace with standard armor types
MINOR/MAJOR: reduce cold hammering so the crucible cant be bypassed
MINOR/MAJOR: use mod manager to check differences in inorganic material's between accelerated and this mod (I know, I'm not actually going to use it other than as a reference for what's been deleted between accelerated mod/vanilla vs what I have deleted in this version)
What is different than prior version
THIS IS CIVILIZATION FORGE through and through. You get ALL the buildings, ALL the custom reactions, all armor, creatures, stone, etc.
the crucible should work to make iron, but the old reaction to cold_hammer it (from my prior mod) is still in there. One could easily import this mod into mod manager, and disable all my cold hammering if they didn't like that.
added in leather gloves (as stated to be done in old version.
added in orthoclase, peat, loam, used civforge inorganic_stone_layer vs accelerated to avoid evaporating stone
v4.0 didn't have the mwmod tissue and body plans, I re-incorporated them doing a comparison with civforge (civforge didn't edit these too much, but I preserved the changes it brought to the table)
You will STILL have ALL these civ's fighting against you.
Civilization Forge
Sand Raiders (some bad-ass creatures)
Xelics (these are some truly bad-ass creatures)
Dinausari's
Goblins have been swapped with civforge gobbo's now
Kobolds that wear a little armor
Frost Giants
Hobgoblins
Masterwork
Warlocks (yes, those bad-ass bad guys from Masterwork are in here)
Orcs
Raptors
Drow