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Author Topic: Star Wars:Jawa Fortress [47.05]  (Read 62424 times)

armads

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Re: Star Wars:Jawa Fortress [44.05]
« Reply #165 on: March 09, 2018, 05:13:10 pm »

I believe it was an administrative droid, though I don't recall completely as it was like four fortresses ago for me in my testing of various parameters.
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Enemy post

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Re: Star Wars:Jawa Fortress [44.05]
« Reply #166 on: March 10, 2018, 11:01:24 pm »

correct me if I'm wrong, but the way to make creatures force-users, or have the potential, is to add [CREATURE_CLASS:FORCE] to the creature raws, correct?

Just saw this edit. No, CREATURE_CLASS:FORCE doesn't cause Force-users. That is attached to all Star Wars creatures besides the Yuuzhan Vong so that Jedi can sense them through walls. Force use is caused by being part of the Jedi or Sith "creature". In a more open mod, it would probably work better as GENERAL_POISON.
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Enemy post

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Re: Star Wars:Jawa Fortress [44.06]
« Reply #167 on: March 11, 2018, 10:22:37 pm »

I updated a bit, took care of the recently discussed issues. A couple little bugfixes, only Jawas can be Jawa nobility, the unnecessary weapon shop has been removed.

Thanks for the testing, Armads.

*Whoops, didn't mean to double post.
« Last Edit: March 11, 2018, 10:25:07 pm by Enemy post »
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Re: Star Wars:Jawa Fortress:Solo update [44.12]
« Reply #168 on: July 30, 2018, 08:20:13 pm »



Jawa Fortress has now been updated with content from Solo:A Star Wars story.

Spoiler: New animals (click to show/hide)

Spoiler: New droids (click to show/hide)


There's also the usual numerous small fixes and tweaks. It's been way too long since I updated this. Mostly, I was running an RTD and making a couple animals for Zoo Tycoon.

*Released a quick update. It turned out that the MEANDERER tag was causing various war and hunting animals to move slowly, so I deleted it from any file that also had TRAINABLE.

**I updated again. Didn't think this was worth bumping the thread, but I fixed a duping issue in the modular version and made various tweaks to make this compatible with my other mods.

***Another update, this time mostly bugfixes. I also added the rills, bocatts, and bearded jax from the old Star Wars Galaxies MMO.

****I heard that the major Rise of Skywalker leaks have begun, so I'm locking this thread until I see it. I plan on adding content for the movie and The Mandalorian shortly thereafter.
« Last Edit: December 11, 2019, 12:32:01 am by Enemy post »
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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #169 on: January 15, 2020, 06:03:54 pm »

It's been a while, but I've updated Jawa Fortress again.



Spoiler: New animals (click to show/hide)



There have also been other minor additions and bugfixes, such as new weapons from the new material and a rare Sith trooper caste in the First Order.

On the more technical side, Mandalorians and the main Geonosian creature have had their ability to fly disabled until the pathfinding bug is fixed. Also, all of the custom bodyparts have been given custom suffixes, making this mod significantly more likely to merge easily with others.
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Dunamisdeos

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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #170 on: January 15, 2020, 07:15:00 pm »

Baby Yoda Megabeast when
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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #171 on: January 15, 2020, 10:02:54 pm »

A Baby Yoda megabeast sort of breaks the theme I'm going for, but...

Spoiler: Psst (click to show/hide)
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Dunamisdeos

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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #172 on: January 17, 2020, 01:22:02 pm »

This is immensely pleasing to me. Thank you sir.
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FACT I: Post note art is best art.
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Enemy post

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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #173 on: January 17, 2020, 02:09:04 pm »

You’re welcome!

*Made a very small update. I realized I forgot to include the Boosodians and had a typo on the etobi. Both errors are fixed now.
« Last Edit: January 17, 2020, 04:12:07 pm by Enemy post »
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wormpattern

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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #174 on: January 30, 2020, 07:24:48 am »

Someone create tileset for this pls!
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pikachu17

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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #175 on: January 30, 2020, 08:09:39 am »

Now that is possible in the version of DF, are you going to make Force Push?
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Enemy post

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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #176 on: January 30, 2020, 10:48:23 am »

Someone create tileset for this pls!

That'd be fun, but it'd be a great deal of work. Thanks for the interest, though, and welcome to the forum!

Now that is possible in the version of DF, are you going to make Force Push?

I'm planning on it! I plan to update my creature pack today, and then work on Jawa Fortress tomorrow. After that, I'll do the LOLmod and be back up to date. I also intend to add Force Heal, if possible.
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cesarjunior233

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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #177 on: January 30, 2020, 01:16:57 pm »

Tried installing, but it keeps crashing when it loads the sites on world creation. I was using DF 44.12 x64
« Last Edit: January 30, 2020, 01:29:23 pm by cesarjunior233 »
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Re: Star Wars:Jawa Fortress:Rise of Skywalker/The Mandalorian [44.12]
« Reply #178 on: January 30, 2020, 01:35:14 pm »

Looks like something's wrong with one of the civs. I'll start tracking down the problem right away. In the meantime, you should be able to get it to work with a smaller world.

*Whatever's causing the crashes, it's exceptionally difficult to track down. I don't expect to have the fix ready tonight, but I'll keep looking.
« Last Edit: January 30, 2020, 07:56:36 pm by Enemy post »
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TomiTapio

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Re: Star Wars:Jawa Fortress(Temporarily broken, working on a fix)[44.12]
« Reply #179 on: January 31, 2020, 07:59:19 am »

In my OldGenesis, I located the embark-crash to the dwarf castes that I/we have. Used vanilla dwarf creature and embark worked.

*sounds of testing*
Using vanilla dwarf sweat material instead of my syndromed dwarf sweat, fixed my embark crash. but now the crash is back. Randomness in worldgen...
« Last Edit: January 31, 2020, 08:45:58 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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