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Author Topic: [50.01] All Races Playable mod  (Read 127605 times)

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Re: [0.40.19+] All Races Playable mod
« Reply #30 on: December 08, 2014, 10:49:37 am »

The link is dead...  :(
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UnicodingUnicorn

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Re: [0.40.19+] All Races Playable mod
« Reply #31 on: December 08, 2014, 11:23:28 am »

No, it's not, I saw it in I think the wasteland mod. You need some special tool to edit the files though.
Yep, the localisation patch.
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palu

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Re: [0.40.19+] All Races Playable mod
« Reply #32 on: December 20, 2014, 05:45:58 pm »

No, they're no in the executable, check the data/announcements and data/dipscript folders.
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dehimos

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Re: [0.40.19+] All Races Playable mod
« Reply #33 on: January 28, 2015, 02:37:20 pm »

Hi, I have troubles with goblins: the immigrants are few or stop coming. I think it's because of my poor trading.

But to want to try, there are civilizations that have no metal, so test to see if you'll anvil.
« Last Edit: January 28, 2015, 05:07:12 pm by dehimos »
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ptb_ptb

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Re: [0.40.19+] All Races Playable mod
« Reply #34 on: January 29, 2015, 03:31:52 am »

For anyone wanting to try this in DF 0.40.24 there is only one tiny change in creature_standard.txt between DF 0.40.19 and DF 0.40.24

Search for
[CDI:ADV_NAME:Breath fire]
and replace with
[CDI:ADV_NAME:Breathe fire]
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ptb_ptb

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Re: [0.40.19+] All Races Playable mod
« Reply #35 on: January 31, 2015, 05:37:41 am »

Hey there, is this mod on hiatus or is it possibly going to be updated some time?

Anyway, I have a few suggestions: I think Artifacts should be a Dwarf thing. I don't know if it's possible to change that in the raws, but not having strange moods with other races would make dwarves more clearly different. Artifacts are as much a disadvantage as an advantage in many ways.
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Cryxis, Prince of Doom

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Re: [0.40.19+] All Races Playable mod
« Reply #36 on: February 01, 2015, 02:06:37 am »

Can you recurve migrants of seperate races into your fort

Ex:start a human fort and receive a migrant wave of dwarves and elves?
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vjmdhzgr

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Re: [0.40.19+] All Races Playable mod
« Reply #37 on: February 01, 2015, 12:14:55 pm »

Can you recurve migrants of seperate races into your fort

Ex:start a human fort and receive a migrant wave of dwarves and elves?
No. Even if you coould somehow it wouldn't work properly because you can't have creatures other than the type that founded the fortress be citizens of the fortress. If you somehow manage that as well, they won't be able to do anything because you can't enable labors on them and they'll just sit around and do nothing, unless they had fishing skill when they entered your fortress in which case they will fish for you, I think hunting might work too. That's the only use for them though.
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Cryxis, Prince of Doom

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Re: [0.40.19+] All Races Playable mod
« Reply #38 on: February 01, 2015, 01:21:07 pm »

Darn

I always thought it would be cool to have a multiple race fort
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ptb_ptb

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Re: [0.40.19+] All Races Playable mod
« Reply #39 on: February 01, 2015, 01:29:59 pm »

I always thought it would be cool to have a multiple race fort
Hold out for the next version of DF. You will probably be able to have semi-permanent visitors at least. Also, I think some of the dfhack commands can be used to get intelligent beings to behave as your fortresses 'pets' and they can (I think) be given jobs to do.
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Cryxis, Prince of Doom

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Re: [0.40.19+] All Races Playable mod
« Reply #40 on: February 01, 2015, 01:33:18 pm »

On that
Are there pets that can actually do work? I've seen the 'this animal can not work' thing and always wondered if there were any that actually could

Besides hunting/war animals assigned to protect dwarves (that's what I use them for anyways)
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Re: [0.40.19+] All Races Playable mod
« Reply #41 on: February 01, 2015, 01:44:28 pm »

I'm just going by the readme

"Foreign sentients (humans, elves) can be put to work"

but it may not be accurate.
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dehimos

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Re: [0.40.19+] All Races Playable mod
« Reply #42 on: February 04, 2015, 03:58:51 am »

For anyone wanting to try this in DF 0.40.24 there is only one tiny change in creature_standard.txt between DF 0.40.19 and DF 0.40.24

Search for
[CDI:ADV_NAME:Breath fire]
and replace with
[CDI:ADV_NAME:Breathe fire]

Thanks, for now, no problems.

I agree with artifacts. I think goblins should have just armor or weapons, and elf... wood?

About mix fort, I agree too. The goblins have only goblins and that's a problem when they don't eat or drink but have cooks and farmers.

The goblins have other problem: the troll is not a pet but work like one. I added:

   [PET_EXOTIC] [TRAINABLE]

In creature_standard.txt.

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Cryxis, Prince of Doom

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Re: [0.40.19+] All Races Playable mod
« Reply #43 on: February 05, 2015, 08:51:06 am »

I'm just going by the readme

"Foreign sentients (humans, elves) can be put to work"

but it may not be accurate.

Maybe we can get slaves?
That would be awesome
A fortress with all military dwarves that are taken care of by elven slaves
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ptb_ptb

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Re: [0.40.19+] All Races Playable mod
« Reply #44 on: February 11, 2015, 04:53:28 am »

If you play humans with this mod they don't automatically have anvils available. If their civilization has no iron, you will have to rely on dwarven caravan trading or cheat to get an anvil.
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