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Author Topic: Warhammer Mod r15 (???)  (Read 72342 times)

Tiler

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Re: Warhammer Mod r1: Stormhammer
« Reply #45 on: February 21, 2016, 10:45:59 am »

You're free to use whatever, I wasn't aware you already had done so much yourself.
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Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #46 on: March 05, 2016, 02:13:35 pm »

New version out, featuring the Vampire Counts (Von Carstein) as a new playable faction. Manual stuff in spoilers below. I also integrated Deon's DF Wanderer mod, though partially. The reason for the partial integration (rather than full) is because of the changes coming to adventure mode. Since I expect some stuff will be changed in his mod thanks to that, I will wait until adding the adventurer reactions.

Spoiler: Changelog (click to show/hide)

Spoiler: Alignment (click to show/hide)

Spoiler: Storms of Magic (click to show/hide)

Spoiler: Vampire Counts (click to show/hide)

EDIT: Since there is an alpha of DFHack now, I'll try to add stuff I otherwise couldn't with it. Will likely throw in a new civilization in with it, likely Skaven (and probably based off Tiler's files that were posted in this thread)
« Last Edit: March 05, 2016, 03:41:01 pm by Teneb »
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #47 on: March 05, 2016, 05:08:30 pm »

Double post because I had to reupload the mod due to a small fix that had to be made (it kept dwarfs and vampires from besieging each other). Fortunately, it seems only a single person had download it.
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Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #48 on: March 11, 2016, 04:33:23 pm »

Decided to add the changelog for the next version so people can see what progress is being made.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Aleksanderus

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Re: Warhammer Mod r2: Red Wanderer
« Reply #49 on: March 13, 2016, 06:12:40 am »

Very cool idea, will play when there will be more stuff. PTW
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Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #50 on: March 13, 2016, 12:29:51 pm »

While adding new reactions, I noticed I made a mistake with the alchemical ones available to the vampires: they were not in the proper workshop, instead being on the craftsman workshop. That is fixed for R3, but until then do your alchemy there instead.
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Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #51 on: March 16, 2016, 03:21:48 pm »

Found another bug, and this one I have no excuse for: the gromril reaction produces bronze instead. This can be fixed without regenning a world, just go to the raw folder inside the save itself, go to reaction_warhammer, find the SMELT_GROMRIL reaction and change the product from [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:BRONZE][PRODUCT_DIMENSION:150] to [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:GROMRIL][PRODUCT_DIMENSION:150]. Whoops.
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ZebioLizard2

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Re: Warhammer Mod r2: Red Wanderer
« Reply #52 on: March 16, 2016, 09:14:58 pm »

Have to admit I'm surprised to see Vampire Counts in, that was surprisingly ambitious to try and make a race like this work! Gonna try it and see how well it does.
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Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #53 on: March 16, 2016, 09:19:14 pm »

Have to admit I'm surprised to see Vampire Counts in, that was surprisingly ambitious to try and make a race like this work! Gonna try it and see how well it does.
Give feedback! Seriously, if there is one thing I need is feedback.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #54 on: March 18, 2016, 05:24:59 pm »

I swear there are more posts in this thread by me than anyone else.

Anyway, I think I can say with confidence that I am over halfway done with R3. For my own benefit, I put up a checklist on the OP with what needs to be finished (no particular order), but its coming along pretty well. The only things that can seriously delay the release (not going to try and guess at an ETA) are either me messing up with integrating DFHack (I hope this is not the case) and/or real life stuff.

I also put up a little notice in the thread for my old elder scrolls mod (Nchardahrk), stating its future and so on, but not going to necro that thread when I can just mention it here.
« Last Edit: March 18, 2016, 05:26:33 pm by Teneb »
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

ZebioLizard2

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Re: Warhammer Mod r2: Red Wanderer
« Reply #55 on: March 19, 2016, 09:09:30 pm »

Been playing as Dwarfs for a bit, sorry I haven't had the time to really extensively test anything but I've been doing pretty well, nothing really noticeably wrong.

Though I've been enjoying it, I'm about to produce a Slayer Army and get a few runesmiths, I've seen a Magical Storm pass by but it didn't pass over anything so nothing mutated/changed.
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Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #56 on: April 06, 2016, 03:44:02 pm »

Just announcing that there might be a release today, if there are no major bugs related to me poorly-implementing DFHack (I hope everything works mostly ok). If that happens, it'll probably just be pushed to tomorrow.

Major features are custom "siege engines" for dwarfs and the vampires, new workshop for the vampires, skaven, more transparency in the magic system (which involved editing about 2000 lines, most of them unique enough that search-replace couldn't be used to do it), and bugfixes.

EDIT: Ended slacking off a bit. Tomorrow it is.
« Last Edit: April 06, 2016, 10:26:33 pm by Teneb »
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ZebioLizard2

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Re: Warhammer Mod r2: Red Wanderer
« Reply #57 on: April 07, 2016, 08:24:31 am »

Playable Skaven or Enemy skaven?
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Teneb

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Re: Warhammer Mod r2: Red Wanderer
« Reply #58 on: April 07, 2016, 09:49:23 am »

Playable Skaven or Enemy skaven?
Playable. Though they'll be an enemy if you pick anyone else.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

ZebioLizard2

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Re: Warhammer Mod r2: Red Wanderer
« Reply #59 on: April 07, 2016, 12:24:29 pm »

Ha, they'd probably be an enemy to themselves if you saw others to begin with.

Sorry I haven't commented much, I haven't been able to play due to real life factors blocking my gaming time though I'm glad you are working on this.
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