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Author Topic: New Age Vilous Mod 1.4 - Updated for 43.01  (Read 38656 times)

darklord92

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New Age Vilous Mod 1.4 - Updated for 43.01
« on: July 15, 2014, 11:20:52 pm »

This is a variant of:chronojiuj and Skies Vilous mod
Old thread

For fans of the World of Vilous setting created by Mick39. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.
Sergals: larger strong chimera like race with features from eagles, sharks, and wolves.
Nevreans: smaller avian creatures with inclinations towards art and mechanical systems.
Agudner: An older race of satyr like creatures who live lives similar to humans.
Talyxians: feral feline creatures with inorganic looking appearances. As well as high intelligence, but often lazy demeanor. 

For more information, the official wiki can be found here, and contains the most up to date information.

Bonus material includes:

Altered start text, if you prefer to not have your little peeps called dwarves when embarking.
Stonesense graphics , for the main races (does not include wildlife.)
Spoiler (click to show/hide)

Download: http://dffd.bay12games.com/file.php?id=5255

Spoiler: Change Log (click to show/hide)
« Last Edit: March 26, 2017, 02:10:52 pm by darklord92 »
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Vherid

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Re: The Vilous Mod V4.3 - fixes fixes fixes
« Reply #1 on: July 17, 2014, 07:10:12 pm »

Just letting you know, if you don't want people to post in the old thread, as the thread creator, you can lock the thread yourself.

darklord92

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Re: The Vilous Mod V4.3 - fixes fixes fixes
« Reply #2 on: July 17, 2014, 07:45:14 pm »

Just letting you know, if you don't want people to post in the old thread, as the thread creator, you can lock the thread yourself.
I never actually noticed that, It's so hidden away at the bottom of the page. Thank you for the heads up there.
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darklord92

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Re: The Vilous Mod V4.4 - No witty puns this time batman!
« Reply #3 on: July 24, 2014, 12:59:34 am »

Release 4.4 . I was originally going to wait for the next DF bugfix to release, however talyxia being unable to open doors pressured me into otherwise. This version should still work with the next DF version however.

NEVREANS:
   -clarified chief medical dwarf noble position from "headmaster" to "medical administer"
   -Land holder noble "value" corrected, and land types renamed.
      -Chief operating officer is the first land holder, and makes your settlement a company.
      -Chief information officer is the second land holder, and makes your settlement a industry.
      -Chief executive officer is the final land holder, and makes your settlement a corporation.
   -Fixed tags with a modifier number, that did not need the modifier number, such as RELIGION_SPHERE

SOUTHERN SERGALS
   -Land holder noble "value" corrected, and land types renamed.
      -druid is the first land holder, and makes your settlement a shrine.
      -acolyte is the second land holder, and makes your settlement a temple.
      -apostle is the final land holder, and makes your settlement an holy city.
   -Fixed tags with a modifier number, that did not need the modifier number, such as RELIGION_SPHERE

NORTHERN SERGALS:
   -Land holder noble "value" corrected
      -Lordess is now the first landholder
      -Queen is now the final landholder
   -Religion tags simplified
   -Fixed tags with a modifier number, that did not need the modifier number, such as RELIGION_SPHERE

TALYXIA:
   -Religion is now regional force, though the values are hardcoded currently, it should not effect talyxia religion too harshly.
   -corrected lack of [CANOPENDOORS]
   -fixed missing tools minecart and wheelbarrow

ALL OTHER CIV RACES:
   -Use the standard dwarf style names for their noble positions, and as such they did not need adjusting.

« Last Edit: July 24, 2014, 02:32:40 am by darklord92 »
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darklord92

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Re: The Vilous Mod V4.5 - Gilded nevrean
« Reply #4 on: July 27, 2014, 07:29:53 pm »

Updooooot to go along with DF 40.05

4.5 - Gilded nevrean
ALL RACES:
   -now use creature variation templates for their attacks, with the exception of any syndrome injecting attacks
   -any syndrome injecting attacks now have proper prepare and recover times to comply with all other attacks
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DarthBoogalo

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Re: The Vilous Mod V4.5 - Gilded nevrean
« Reply #5 on: July 27, 2014, 07:36:08 pm »

Did I make Talyxia unable to open doors?
Oops.
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darklord92

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Re: The Vilous Mod V4.5 - Gilded nevrean
« Reply #6 on: July 27, 2014, 08:58:27 pm »

Did I make Talyxia unable to open doors?
Oops.

Nah, the feral talyxia replaced the normal talyxia a few versions back. I forgot to give them canopendoors as well as minecarts and wheel barrows in their raws.
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DarthBoogalo

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Re: The Vilous Mod V4.5 - Gilded nevrean
« Reply #7 on: July 28, 2014, 11:04:15 am »

Oh, phew. I'd feel incredibly awkward having a bug like that go unnoticed for so long. >_>
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darklord92

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Re: The Vilous Mod V4.6 - Able Agunder
« Reply #8 on: October 25, 2014, 06:03:24 pm »

UPDOOT

4.6 - Able Agunder
ALL RACES
   -[TOOL:ITEM_TOOL_STEPLADDER] too all entitys for 0.40.14 compatability
   -Reviewed size diferences, this should stop varous size based problems. Such as inability to mix armors with various races that should be the same size. EX: northern sergals only able to wear northern sergal made armor, and nevreans unable to wear any other races armor. Oddly nevreans were taller than humans as well. This will also make finding usable armor easier in adventure mode as previously you could only use armor made by your race.

   
NORTHERN SERGALS
   -Restored the empress' , queen's, and baroness' royal guard squads. 10 men for the empress, 5 for the other two.   
   -northern sergals are now 70000 when fully grown
   -[NATURAL_SKILL:DISCIPLINE:1] added due to being a military focused race with a long history of war

SOUTHERN SERGALS
   -Restored the high preistess' and apostle's royal guard squads, 5 men for both.
   -southern sergals are now 70000 when fully grown
   -[NATURAL_SKILL:DISCIPLINE:1] added due to being a military focused race with a long history of war

FERAL SERGALS
   -[NATURAL_SKILL:DISCIPLINE:1] added due to their feral nature.

NEVREANS
   -nevreans are now a maximum of 60000 when fully grown.

ENOCHA
   -enocha are now a maximum of 60000 when fully grown.

AGUNDER
   -agunders are now a maximum of 60000 when fully grown.

TALYXIA
   -Removed [METAL_PREF] (players still have the workshops needed for metal smithing, as well as the reactions.)
   -added [WOOD_WEAPONS] and [WOOD_ARMOR]
   -Removed [INDOOR_WOOD]
   -Talyxias's max size changed to match a tigers (225000). Both to force them into a "unique" armor set that few races can use(they are feral lion like creatures after all), and to make finding armor a little harder (they already have clay like skin durability!)
   -[NATURAL_SKILL:DISCIPLINE:2] added due to their feral nature.
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darklord92

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Re: The Vilous Mod V4.7
« Reply #9 on: November 26, 2014, 09:10:15 pm »

4.7
ALL RACES
   -added gelding profession to comply with latest df version.
   -[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] added to feral sergals

NORTHERN SERGALS and SOUTHERN SERGALS
   -removed squads from nobles as they cause crashing.
   -added new military position to northern sergals: Imperial commander. Can only be appointed if you have a Queen or Empress. 20 imperial guard units may serve under him or her.
   -added new military position to southern sergals: Paladin. Can only be appointed if you have a apostle or high preistess. 20 holy guards may serve under him or her.
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darklord92

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Re: New Age Vilous Mod 1.0 - 42.01 ready!
« Reply #10 on: December 02, 2015, 08:08:30 am »

Updating to 1.0 as a nearly complete re-write! Compatible with DF 42.01.

Nearly everything in the mod has been combed over and cleaned. Many parts of races that was built upon guess work has been replaced with official information from the wiki. Many older issues (including long standing crashes) have also been fixed with creature and entity files being re-written. The mod still contains nearly all the same races. However extra features such as many reactions that were added as filler have been removed to focus solely on adding the races and their technologies. Some technologies such as fire-arms have moved to more appropriate races as well (rifle making has been moved from Nevreans to Agudners). Finally, every race has been combed over to attempt to match the base ethics and values of the canon far more closely then all previous versions of the mod.
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DarthBoogalo

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Re: New Age Vilous Mod 1.0 - 42.01 ready!
« Reply #11 on: December 02, 2015, 12:05:33 pm »

Yay!
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darklord92

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Re: New Age Vilous Mod 1.1 - 42.02 ready!
« Reply #12 on: December 06, 2015, 09:21:00 am »

update 1.1
-corrected missing words in language file
-disabled talyxian civ, to allow them to properly disperse into other civs.
-added [EQUIPS] to talyxians, they would not disperse into other civs without it.
-removed [CAN_LEARN] from talyxian associators
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Old Bones

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Re: New Age Vilous Mod 1.1 - 42.02 ready!
« Reply #13 on: December 06, 2015, 03:08:05 pm »

How do I go about removing the standard races so I can make vilous-only worlds?
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darklord92

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Re: New Age Vilous Mod 1.1 - 42.02 ready!
« Reply #14 on: December 07, 2015, 06:47:57 pm »

How do I go about removing the standard races so I can make vilous-only worlds?

Remove the dwarves, humans, goblins, and elves (optionally kobolds as well) from creature_standard file. Their entitys should not need to be removed, however if you need to. Remove the MOUNTAIN, FOREST, PLAINS , and EVIL (optionally SKULKING if removing kobolds as well ) from the entity_default file.
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