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Author Topic: [Community Mod 47.05] Teh LOLmod 1.8.68  (Read 35621 times)

Enemy post

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Re: [Community Mod 44.12] Teh LOLmod 1.8.3
« Reply #60 on: March 16, 2019, 09:52:21 am »

I've been looking through the raws, and the gun people do both have various positions specified (top gun, gun lord, gun lord, sheriff), and [VARIABLE_POSITIONS:ALL][SITE_VARIABLE_POSITIONS:ALL]. Won't the latter override the former?

Also, gamers have fedoras specified for them two times in their raws, and the hellakopters have an extra copy of [ACTIVE_SEASON:SUMMER][ACTIVE_SEASON:SPRING][ACTIVE_SEASON:AUTUMN][ACTIVE_SEASON:WINTER] at the end of theirs.

Thanks for checking. On the first point, in most cases you'd be correct, but according to the wiki defined positions override randomly generated ones. I know I've seen the gun people leaders in gameplay before. I'll take care of those other two issues next time I update.
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TheRedwolf

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Re: [Community Mod 44.12] Teh LOLmod 1.8.3
« Reply #61 on: March 18, 2019, 10:21:39 pm »

I am going to update my doggos (from a mod of ungodly age) for addition to this big mod. I also am going to fix the numerous bugs. Are y’all okay with that?
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Re: [Community Mod 44.12] Teh LOLmod 1.8.3
« Reply #62 on: March 18, 2019, 11:28:04 pm »

Sure, that sounds helpful. Thanks!
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SQman

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Re: [Community Mod 44.12] Teh LOLmod 1.8.3
« Reply #63 on: March 30, 2019, 03:59:36 pm »

Anyone remembers the old Inglip captcha comics of 2011?
Well, I attempted to recreate one of the most iconic items from their deep lore and I didn't really know what to do with the result, so I thought dropping it here would be as good an idea as any.

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_PAILBAT]
[NAME:pailbat:pailbats]
[SIZE:750]
[SKILL:MACE]
[TWO_HANDED:30000]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:100:bash:bashes:bat:2200]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:100:whack:whacks:pail:1750]
[ATTACK_PREPARE_AND_RECOVER:3:3]
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Re: [Community Mod 44.12] Teh LOLmod 1.8.3
« Reply #64 on: March 30, 2019, 05:36:42 pm »

Thanks, I'll add that to the mod. Which civs should have it?
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SQman

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Re: [Community Mod 44.12] Teh LOLmod 1.8.3
« Reply #65 on: March 31, 2019, 02:47:08 am »

Truth be told, I haven't thought that far ahead. It's a bat with a bucket attached to it; I'm sure it will fit somewhere.
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Re: [Community Mod 44.12] Teh LOLmod 1.8.31
« Reply #66 on: March 31, 2019, 09:08:26 am »

Alright. I'll give it to the goblins and thread necromancers, then.

*I added the pailbats to the game.
« Last Edit: April 02, 2019, 06:42:42 pm by Enemy post »
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voliol

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Re: [Community Mod 44.12] Teh LOLmod 1.8.31
« Reply #67 on: April 11, 2019, 02:07:21 pm »

Seeing as the raws were all uneven, and honestly quite messy, I made an effort in cleaning them up. All of them. Kind of.
Here comes two lists, one containing what I have done, and the other what I have not.

What I have done:
  • Evened out the indentation. This was done according to vanilla raw standards, and the main focus of this project. It was chosen as the focus due to being a moderately big undertaking that would make a clear visible change, while still not being an insurmountable task. It was also the thing that irked me the most.
  • Moved tokens to their own lines, unless they had a clear connection to the previous token. [MEGABEAST][DIFFICULTY:15] is fine, [FANCIFUL][NOPAIN] is not.
  • Evened out the amount of blank lines between each object, to one. Only one blank line in a row allowed within the object descriptions, as well.
  • Removed unmotivated blank lines within the object descriptions.*
  • Removed duplicate tokens.*
  • Removed tutorial strings, leftovers from vanilla raws.*
  • Updated certain things about my own Drake and Bin Chicken creatures. Some Drakes can now shoot lasers; Bin Chickens have beak color and are bald.
  • Given certain extra messy objects some extra care, i.e. the politician creature (and all its castes) and the hellacopters.
  • Fixed certain bugs that had to do with messy objects and weird indentation. This project was not about bug-fixing, but some should regardless have been fixed as a consequence of moving some tokens that were obviously on the wrong line, etc.
  • Added comments about possible bugs.
*These were done haphazardly as I encountered them. I can not guarantee all cases to be fixed, and I'm kind of sorry for possibly making even more of a chaotic mess. I do argue parts being more towards order always helps though. Maybe.

What I have not done:
  • Done anything to the language and interaction files. This is because I don't understand them yet.
  • Done any of this to things added after the 1.8.3 version I've been working on. This means no cleaned pailbats.
  • Fixed any bugs that were not part of the cleaning process. This includes those fixed in 1.8.3-1.
  • Removed redundancy where castes have lots of shared tokens being defined separately. Well, I've actually done this for i.e. the necrothreaders but then I gave up.
  • Merged any files, even though I would argue some really could be (e.g gaits for annoying ducks and potmen).
  • Added anything new. I was tempted to throw in some secrets but no.
And here's the DFFD link: http://dffd.bay12games.com/file.php?id=14333

Enemy post

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Wow, this is great! Thanks for cleaning things up. I've uploaded the new version.

Seriously, great job. That must have been a major pain to deal with. Especially the creatures with a lot of castes. I didn't think anyone was ever going to do it.
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voliol

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Haha, thank you :)

Note the "this was done on a not-brand-new version", i.e. I'm not sure where the pailbats should be, but make sure they are in. Also, the "README_2_README_FIRST.txt" file can be deleted, it was just a little something to make sure you could differentiate between this cleaned version and the current one when merging them. I would also keep all possible info in the changelog, separated by update, not just that of the most recent one.

Lord_lemonpie

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Great work!
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Enemy post

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Haha, thank you :)

Note the "this was done on a not-brand-new version", i.e. I'm not sure where the pailbats should be, but make sure they are in. Also, the "README_2_README_FIRST.txt" file can be deleted, it was just a little something to make sure you could differentiate between this cleaned version and the current one when merging them. I would also keep all possible info in the changelog, separated by update, not just that of the most recent one.

Good catch on the pailbats, they were erased by the update. I'll put them back in a bit. I'll copy the changelog from the OP to the one in the download.
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voliol

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While politicians speaking goblin speech was funny, I reckoned they should have their own tongue.
Made using DFlang and a list of the 116th United States Congress' members' names, I present to you: language_CONGRESS

Enemy post

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That's brilliant and I can't wait to look through it.

*The new language has been added.
« Last Edit: April 13, 2019, 01:42:10 pm by Enemy post »
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Lord_lemonpie

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Not sure if they're added, but there's some new words in the raws that I don't think DFLang picks up on. They were missing in the haxxor language for quite some time, which resulted in some weird looking blank spots within names. Nothing game breaking though.
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