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Author Topic: Teldin's Mod 2 (released! Link in first post)  (Read 7655 times)

Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #45 on: December 04, 2007, 10:51:00 pm »

quote:
Originally posted by Name Lips:
<STRONG>Further testing. It's definitely that file. I've tried deleting specific entries from creature_standard.txt to see if there was a particular entry that was giving me trouble, but that's not the case. If that file exists at all, I can't generate a new world. Even if the file is totally empty and contains no data whatsoever.

But as soon as I delete that empty file, DF will generate a new world with no problems.

it doesn't like the creature_standard.txt file in your "backup" directory either.

[ December 04, 2007: Message edited by: Name Lips ]</STRONG>


That is... pretty weird. Hasn't happened to me at all. Are you sure it's creature_standard that's messing up and not creature_new? I don't think I really changed much of anything with creature_standard except one or two creature tokens..

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Name Lips

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #46 on: December 04, 2007, 10:54:00 pm »

Figured it out.

It was user error.

Full description of problem: I unpacked the files to data\objects instead of raw\objects

But hey, at least if somebody else has the same problem, they now know how to fix it.

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DDouble

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #47 on: December 05, 2007, 09:30:00 pm »

What is a deblocker and uncutter?
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Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #48 on: December 05, 2007, 09:45:00 pm »

quote:
Originally posted by DDouble:
<STRONG>What is a deblocker and uncutter?</STRONG>

Deblocker lets you turn blocks of stuff back into its material components (ie. a block of iron will deblock into hematite) in the smelter. This lets you buy blocks of more useless metal from traders and deblock them to get better stuff.

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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #49 on: December 06, 2007, 07:27:00 pm »

Is it just me, or are purring hornets freakingly clumsy? Hmm... They seem harmless from a 2 tile distance, as they move about 1 tile per 5 turns.
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Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #50 on: December 06, 2007, 08:08:00 pm »

quote:
Originally posted by Helmaroc:
<STRONG>Is it just me, or are purring hornets freakingly clumsy? Hmm... They seem harmless from a 2 tile distance, as they move about 1 tile per 5 turns.</STRONG>

Really? That's odd, they should actually move twice as fast as a standard rookie dwarf.. Hrm. They're set speed 500 (normal is 1000) and are fliers. Are its legs broken or something?

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Red Jackard

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #51 on: December 06, 2007, 08:14:00 pm »

quote:
Originally posted by Keilden:
<STRONG>Aboleth.</STRONG>

Please do not add creatures the game cannot properly support...
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Thingy Master

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #52 on: December 06, 2007, 10:14:00 pm »

Uhhh you might want to fix this
quote:
[CREATURE:GOATMAN]
   [NAME:goatman:goatmen:goatman]
   [TILE:'G'][COLOR:7:0:1]
   [MODVALUE:3]
   [LARGE_ROAMING][FREQUENCY:5]
   [POPULATION_NUMBER:5:10]
   [CLUSTER_NUMBER:1:4]
   [LARGE_PREDATOR][SAVAGE]
   [MEANDERER]
   [GENPOWER:2]
   [PETVALUE:200]
   [BUTCHERABLE_NONSTANDARD]
   [CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]
   [GRASSTRAMPLE:0]
   [CARNIVORE]
   [PREFSTRING:stripes, of course]
   [BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [BODYGLOSS:PAW]
   [SIZE:7]
   [MAXAGE:20:30]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:3][CHILDNAME:tigerman cub:tigerman cubs]
   [FAT:3]
   [NOCTURNAL]
   [BIOME_FOREST_TAIGA]
   [BIOME_ANY_TEMPERATE_FOREST]
   [BIOME_SHRUBLAND_TEMPERATE]
   [BIOME_MOUNTAIN]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:50]
   [SWIMS_INNATE][SWIM_SPEED:2500]  

For those not seeing this, Its got a tigermans body but a goatmans name and tile.

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Teldin

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #53 on: December 06, 2007, 10:22:00 pm »

quote:
Originally posted by Thingy Master:
<STRONG>
For those not seeing this, Its got a tigermans body but a goatmans name and tile.</STRONG>


Woops! I missed that, it'll be fixed the next version. Yes, it's just a copy-paste of the tigerman entity. Thanks for the heads up.

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Keilden

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #54 on: December 07, 2007, 02:31:00 am »

quote:
Originally posted by Red Jackard:
<STRONG>
Please do not add creatures the game cannot properly support...</STRONG>

Yeah I would like a mind controling evil fish. To bad we can't add that.

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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #55 on: December 07, 2007, 03:53:00 pm »

hmm... they (purring hornets) also all have the flashing red + on them too, I've seen huge groups like this, but non are really wounded. Same with tunnel worms.
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Metal Chao

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #56 on: December 08, 2007, 02:12:00 pm »

quote:
Originally posted by Helmaroc:
<STRONG>hmm... they (purring hornets) also all have the flashing red + on them too, I've seen huge groups like this, but non are really wounded. Same with tunnel worms.</STRONG>

Maybe he forgot to give them lungs/throats?
I think that means that they are winded.

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Helmaroc

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #57 on: December 08, 2007, 09:16:00 pm »

Perhaps. It's kinda funny watching X-tremely deadly beasts stumble around and if you move a few spaces once in a while, they will be tortured by always being almost there...then you move just a liiittle more...almost gotcha...repeat until satisfied.  :p
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JustOnePixel

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #58 on: December 10, 2007, 12:19:00 pm »

Yeah, every time I enter a new area with purring hornets in adventure mode I get a bunch of messages saying "The purring hornet falls over."  The odd thing is that while they move slowly, they're not listed as "on the ground."  Then they catch up to me and I get ruined  :(

P.S. Arachnids?  Best thing to happen to DF adventure mode in ages.  Nothing says "bitches gonna die" like a half man, half spider monstrosity with claws.

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Balsis

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Re: Teldin's Mod 2 (released! Link in first post)
« Reply #59 on: December 16, 2007, 06:21:00 pm »

Is this topic the best place to download the most updated version of the mod? I'm not seeing orcs anywhere.
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