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Author Topic: [50.01] All Races Playable mod  (Read 127497 times)

Lovechild

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Re: [0.42.01+] All Races Playable mod
« Reply #60 on: December 03, 2015, 08:40:25 am »

The new DF is here, and now you can play any race in it!

Download

Beyond fixing compatibility with the new version, this update doesn't change much. The permitted jobs and reactions of elves were a bit messy, and have been cleaned up.

This version of the mod will likely be compatible with any bugfix releases in the near future.
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All Races Playable Mod - Minimal mod to play as any race in DF - For 0.50.01

Kruniac

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Re: [0.42.01+] All Races Playable mod
« Reply #61 on: December 03, 2015, 03:50:11 pm »

A few issues I ran into when playing as gobbos.

1: A troll was my expedition leader.
2: A troll stole the great axe we brought along. I got him to drop it, so no harm done.
!!3!!: My goblin wood cutter refused to pick up the Copper Great Axe we brought. I'm guessing it's too large, so it shouldn't be in the civ.
4: My soldiers refused to pick up the Copper Halberds I assigned to them. I'm guessing they are too large, etc.

Great mod - nice and simple. Look forward to playing it.
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Lovechild

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Re: [0.42.01+] All Races Playable mod
« Reply #62 on: December 03, 2015, 04:42:20 pm »

Here's a new release to address the goblin issues.

Download

Goblins should now be able to wield all weapons that they are supposed to be able to use. Also, they now use beak dogs to pull wagons (instead of the very un-gobliny horses and yaks the mod gave them previously).

You can put the new raw folder into a region folder using the previous version of the mod and it'll fix the goblin weapon issues (but not the beak dogs, sadly).

1: A troll was my expedition leader.
I'll consider that a feature, not a bug. :) You can reassign the position, right?
« Last Edit: December 03, 2015, 04:46:24 pm by Lovechild »
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All Races Playable Mod - Minimal mod to play as any race in DF - For 0.50.01

Rekov

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Re: [0.42.01+] All Races Playable mod
« Reply #63 on: December 03, 2015, 04:54:19 pm »

It looks like constructions can be built in trees as of 0.42.02, which should make elves a whole lot more fun. Have you any thoughts towards expanding them, like metal grade woods or some such?
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Kruniac

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Re: [0.42.01+] All Races Playable mod
« Reply #64 on: December 07, 2015, 01:17:40 am »

Here's a new release to address the goblin issues.

Download

Goblins should now be able to wield all weapons that they are supposed to be able to use. Also, they now use beak dogs to pull wagons (instead of the very un-gobliny horses and yaks the mod gave them previously).

You can put the new raw folder into a region folder using the previous version of the mod and it'll fix the goblin weapon issues (but not the beak dogs, sadly).

1: A troll was my expedition leader.
I'll consider that a feature, not a bug. :) You can reassign the position, right?

Yeah, the position wasn't a problem, I just didn't know if it was intended.
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DrunkGamer

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Re: [0.42.01+] All Races Playable mod
« Reply #65 on: December 07, 2015, 07:10:00 am »

What about Kobold slaves for the Goblins?

Basically make Gobbos and Trolls do the fighting and use Kobolds as the workers of the fort. Dungeon Keeper-like, where you get specific creatures doing specific jobs (In this case, Kobolds doing all the lowly work and Goblins doing the glorious fighting).
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Kruniac

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Re: [0.42.01+] All Races Playable mod
« Reply #66 on: December 07, 2015, 09:13:05 am »

Humans (at the very least - probably not gobbos and definitely not elves) need [TOOL:ITEM_TOOL_MINECART] so they can build minecarts.

I built a track only to find that I couldn't build the minecart.
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Cthulhu_Pakabol

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Re: [0.42.01+] All Races Playable mod
« Reply #67 on: December 25, 2015, 03:44:15 pm »

Is this still playable for 42.03? I'd assume so, but just checking.
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newsamsam

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Re: [0.42.01+] All Races Playable mod
« Reply #68 on: December 28, 2015, 04:57:51 am »

 :o I thought there is a way to resize armor for animal people.but there isn't.
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Cthulhu_Pakabol

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Re: [0.42.01+] All Races Playable mod
« Reply #69 on: January 19, 2016, 06:43:17 pm »

I'd assume this is compatible with 42.05, but I'm not quite sure.
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Dozebôm Lolumzalìs

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Re: [0.42.01+] All Races Playable mod
« Reply #70 on: January 22, 2016, 09:52:14 pm »

Compatible, but most likely missing some new animals.
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Arvoitusmies

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Re: [0.42.01+] All Races Playable mod
« Reply #71 on: January 23, 2016, 06:21:47 am »

Compatible, but most likely missing some new animals.
No new animals were added to creature_standard or creature_subterranean which are the files affected by the mod, I think.
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Bogwedgle

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Re: [0.42.01+] All Races Playable mod
« Reply #72 on: January 26, 2016, 01:13:15 pm »

The humans cannot make Coke. Is this intended or an accident?
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Dozebôm Lolumzalìs

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Re: [0.42.01+] All Races Playable mod
« Reply #73 on: January 26, 2016, 03:04:17 pm »

Is the reaction for coke production in the raws AND permitted in the human civ raws?
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

Bogwedgle

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Re: [0.42.01+] All Races Playable mod
« Reply #74 on: January 26, 2016, 04:18:10 pm »

Is the reaction for coke production in the raws AND permitted in the human civ raws?
They weren't permitted in the human section of the civ raws, it just seemed odd so I thought I'd mention it in case it was an oversight on the modders part.
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This is a resin mug. All craftsdwarfship is of the highest quality. It is encircled with bands of Regret. This object menaces with spikes of alcohol poisoning. On the item is an image of a skeletal dragon in resin.  The artwork relates to the birth of bogwedgle in the early spring of 2016.
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