Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 7

Author Topic: The Goblins Mod  (Read 8516 times)

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: The Goblins Mod
« Reply #45 on: February 12, 2008, 08:36:00 pm »

Odd... I managed to get the Goblin Caravan to come, but they didn't bring anything. Must be a tag I missed somewhere that deals with trade goods...
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Squeegy

  • Bay Watcher
  • I don't really have any answers for you.
    • View Profile
Re: The Goblins Mod
« Reply #46 on: February 16, 2008, 01:14:00 pm »

quote:
Originally posted by penguinofhonor:
<STRONG>Why do some of the pets cost 1? That's just silly.</STRONG>

You underestimate the amount of meat goblins require. Dwarven slaves are very, very necessary. In large amounts.

Logged
I think I'm an alright guy. I just wanna live until I gotta die. I know I'm not perfect, but God knows I try.
Kobold Name Generator
⚔Dueling Blades⚔
Fertile Lands
The Emerald Isles

Squeegy

  • Bay Watcher
  • I don't really have any answers for you.
    • View Profile
Re: The Goblins Mod
« Reply #47 on: February 17, 2008, 03:47:00 pm »

quote:
Originally posted by Torak:
<STRONG>To make dwarves spawn, take babysnatcher away from elves, and give it to dwarves in entity_default. It makes elves neutral, but oh well.


Oh wait, I just realized, with the BABYSNATCHER tag, elves are the ones that will siege you. But elves are pussies, so let's not let that happen.


Also, most of the weapons for goblins are too big for them, so just copy all of the weapons from the dwarves and paste it over the goblins, since thats pretty much all they'll ever be able to use.

[ February 03, 2008: Message edited by: Torak ]</STRONG>


That's bull. My goblins used all kinds of weapons with no problems. I forged a battleaxe and started chopping down trees.

Also, new version coming soon for 176.38a.

Logged
I think I'm an alright guy. I just wanna live until I gotta die. I know I'm not perfect, but God knows I try.
Kobold Name Generator
⚔Dueling Blades⚔
Fertile Lands
The Emerald Isles

Reign on your Parade

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #48 on: February 19, 2008, 03:11:00 am »

ER... is it supposed to kill my ability to generate worlds?
Logged
ou''re just as free to state your opinion as I am free to completely disregard it.

Mech#4

  • Bay Watcher
  • (ಠ_ృ) Like a sir.
    • View Profile
Re: The Goblins Mod
« Reply #49 on: February 23, 2008, 09:32:00 pm »

I really like this mod and was wondering whether there was an updated version being done for 38a?

If it's simple enough to get it working then I could try if someone tells me what might need changing though since the world generate doesn't work with it...

Logged
Kaypy:Adamantine in a poorly defended fortress is the royal equivalent of an unclaimed sock on a battlefield.

Here's a thread listing Let's Players found on the internet. Feel free to add.
List of Notable Mods. Feel free to add.

Metal Chao

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #50 on: February 24, 2008, 05:18:00 am »

It hasn't been updated yet.
Read topic before complaining.
Logged

othorocksmoms

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #51 on: March 12, 2008, 07:47:00 pm »

wow nice mod well you could make more disgusting plants and make it cooler
Logged
 like how you neglected to mention that Giant Cave Spiders are satanic Dwarf-killing machines. BLOOD FOR THE BLOOD GOD!

Puzzlemaker

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #52 on: March 12, 2008, 08:15:00 pm »

quote:
Originally posted by othorocksmoms:
<STRONG>wow nice mod well you could make more disgusting plants and make it cooler</STRONG>

Goblins in the arctic?...

Logged
The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

othorocksmoms

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #53 on: March 18, 2008, 06:41:00 pm »

lol make the mod more cool
Logged
 like how you neglected to mention that Giant Cave Spiders are satanic Dwarf-killing machines. BLOOD FOR THE BLOOD GOD!

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: The Goblins Mod
« Reply #54 on: March 18, 2008, 06:56:00 pm »

quote:
Originally posted by othorocksmoms:
<STRONG>lol make the mod more cool</STRONG>

Thank you for demonstrating the most awe-inspiring comment ever.

Logged
A thousand million pool balls made from precious metals, covered in beef stock.

ParrotPatrol

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #55 on: March 28, 2008, 09:56:00 am »

In this latest version, how do goblins feel? Are they weak? And do they farm? Would it have an adverse effect if I were to remove the carnivore tag and make them farm? (I like farming, and without it I would have ALOT of goblins with no job) I would hate having to rely on pet meat to feed an entire fort. Even hunting loses its value after you overhunt all the game and they start to disappear.

Also, do you have to update the versions every time a new version of DF comes out?

[ March 28, 2008: Message edited by: ParrotPatrol ]

Logged

DDouble

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #56 on: March 29, 2008, 10:01:00 pm »

Are slaves limited to dwarves? I'd love to have the other 2 good races be enslavable.
Logged

LumenPlacidum

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #57 on: May 23, 2008, 11:15:00 am »

I thought I'd give this a go, but world generation is acting funny for me.  It generates regions, goes through:

Initializing...
Preparing elevation...
Setting temperature...
Running rivers...
Forming lakes...
Growing vegetation...
Verifying terrain...
Importing wildlife...
Recounting legends...

The Age of Myth, Initializing

then it hangs, and decides to restart with some other region.  This seems strange to me, since I thought by that point it had definitely accepted the area.  Also, I'm not seeing any civilizations at all on the preview image it shows you.

Logged

Kagus

  • Bay Watcher
  • Olive oil. Don't you?
    • View Profile
Re: The Goblins Mod
« Reply #58 on: May 23, 2008, 11:22:00 am »

The last time this was updated was February 1st, a couple DF versions ago.  It is utterly incompatible, and will require a complete overhaul in order for it to work with the latest version.

Neonivek

  • Bay Watcher
    • View Profile
Re: The Goblins Mod
« Reply #59 on: May 23, 2008, 11:26:00 am »

Looking way earlier in what people say about Goblins

Yes they have huge sizes but it isn't because they breed like Rabits

It is because they live forever and don't have to deal with their members dying out.

Something nearly impossible to demonstrate in fortress mode where you would have to play it straight for a month to ever see a death by age...

Logged
Pages: 1 2 3 [4] 5 6 7