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Author Topic: The Goblins Mod  (Read 8511 times)

Razzums

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Re: The Goblins Mod
« Reply #30 on: February 03, 2008, 01:51:00 am »

Well I really don't want to start over, what weapons can they use on default?
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Torak

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Re: The Goblins Mod
« Reply #31 on: February 03, 2008, 01:54:00 am »

quote:
Originally posted by Razzums:
<STRONG>Well I really don't want to start over, what weapons can they use on default?</STRONG>

Short sword, spear, battle axe, crossbow, scourge/whip, pick, mace, and hammer.

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As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Razzums

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Re: The Goblins Mod
« Reply #32 on: February 03, 2008, 01:58:00 am »

quote:
Originally posted by Torak:
<STRONG>

Short sword, spear, battle axe, crossbow, scourge/whip, pick, mace, and hammer.</STRONG>


sorry to ask so many questions but just to be clear on this, I downloaded version 5 of this mod. And without any manual changes to the raws, my goblins can use all of those? Then why would I need to restart?

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Torak

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Re: The Goblins Mod
« Reply #33 on: February 03, 2008, 02:00:00 am »

quote:
Originally posted by Razzums:
<STRONG>

sorry to ask so many questions but just to be clear on this, I downloaded version 5 of this mod. And without any manual changes to the raws, my goblins can use all of those? Then why would I need to restart?</STRONG>


Because the goblins have weapons to choose from which they cant use (which is very hard to remember which ones are what, unless you're a dwarf fort encyclopedia), also, if you want dwarves to spawn and siege, you need to edit the entity file.

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As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Kagus

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Re: The Goblins Mod
« Reply #34 on: February 03, 2008, 02:00:00 am »

I think he was just referring to weapons that can be used by creatures that size.  I don't know if everything's actually been set up that way yet.

Also, they can't really use whips or scourges.  You can't get the goblins to equip them.

Razzums

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Re: The Goblins Mod
« Reply #35 on: February 03, 2008, 02:03:00 am »

quote:
Originally posted by Torak:
<STRONG>

Because the goblins have weapons to choose from which they cant use (which is very hard to remember which ones are what, unless you're a dwarf fort encyclopedia), also, if you want dwarves to spawn and siege, you need to edit the entity file.</STRONG>


Thanks for all the help, but I really don't know how to edit the raws.. at all... It might be a lot to ask, but can you host a .rar with the fixes to the weapons and sieges?

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Torak

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Re: The Goblins Mod
« Reply #36 on: February 03, 2008, 02:05:00 am »

quote:
Originally posted by Razzums:
<STRONG>

Thanks for all the help, but I really don't know how to edit the raws.. at all... It might be a lot to ask, but can you host a .rar with the fixes to the weapons and sieges?</STRONG>


Just copy the code I posted above and paste it over EVERYTHING in your entity_default file.

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As you journey to the center of the world, feel free to read the death announcements of those dwarves that suffer your neglect.

One billion b-balls dribbling simultaneously throughout the galaxy. One trillion b-balls being slam dunked through a hoop throughout the cosmos. I can feel every single b-ball that has ever existed at my fingertips, I can feel their collective knowledge channeling through my veins. Every jumpshot, every rebound and three-pointer, every layup, dunk and free throw.

Metal Chao

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Re: The Goblins Mod
« Reply #37 on: February 03, 2008, 03:26:00 am »

Wait, so can goblins eat plants?
I think you should have a carnivorous version as well.
So you can either have a world with farming goblins, or one where they are on a constant struggle to survive and have to wrestle elephants for food.
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Kagus

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Re: The Goblins Mod
« Reply #38 on: February 03, 2008, 03:34:00 am »

I'm pretty sure they're still carnivores.  They just have bloodsacks to make booze.

Squeegy

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Re: The Goblins Mod
« Reply #39 on: February 03, 2008, 05:46:00 pm »

Goblin Fortress is currently besieged by elephants. They're no problem for gobbos.
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Metal Chao

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Re: The Goblins Mod
« Reply #40 on: February 05, 2008, 03:51:00 pm »

This needs to be fixed for the new build ASAP.
Because I want a goblin army 0:<
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Untelligent

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Re: The Goblins Mod
« Reply #41 on: February 09, 2008, 04:04:00 pm »

In the middle of fixing it myself, just need to test a few things before it's finished.

Goblins SHOULD now trade with other goblins. This required the [COMMON_DOMESTIC_PACK] tag, and Goblin caravans SHOULD now bring their goods in on Dwarven Slaves.    :D I'm not sure if this will affect the weight of traded goods, though. Haven't lasted to Autumn yet.

I can't get more than one enemy Civ in a single location, but if I can get them to siege, then Elves will babysnatch/steal items, humans will ambush/steal items, and dwarves will ambush/babysnatch (and all three will siege). They'll also have slightly different requirements before coming active.

Warning: while testing this once, there was a rediculous amount of towns (there's a screenshot here). I haven't had this happen more than once, but it didn't happen when I tried the seed without the mods (though the geology was the same). These overpopulated worlds take a VERY long time to gen, even if there's not many rejects.


I'll post a link as soon as it's done.

[ February 09, 2008: Message edited by: Untelligent ]

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Squeegy

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Re: The Goblins Mod
« Reply #42 on: February 11, 2008, 04:43:00 pm »

I'll try to get around to updating this for the new version.
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penguinofhonor

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Re: The Goblins Mod
« Reply #43 on: February 11, 2008, 06:04:00 pm »

Why do some of the pets cost 1? That's just silly.
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Fleeb

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Re: The Goblins Mod
« Reply #44 on: February 11, 2008, 07:52:00 pm »

Might need [PETVALUE:xx]
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