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Author Topic: [38c] Martial arts mod and extensions v1.70. Hindentanic  (Read 27612 times)

Fenrir

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #105 on: February 21, 2008, 01:51:00 pm »

quote:
Originally posted by Sean Mirrsen:
<STRONG>The stool symbol are either goblins or dark elves.</STRONG>
I think that's pi.
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #106 on: February 21, 2008, 02:00:00 pm »

Well, yeah, but the average chance of getting a question "what's a pi" is higher than "what's a stool", especially regarding DF.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Beacon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #107 on: February 21, 2008, 02:19:00 pm »

Hmm. When I try to use a Human civilisation, the game crashes...
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Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #108 on: February 21, 2008, 02:19:00 pm »

I think anyone knows what a pee is...
I love the changes you did to bodies (I missed neck-breaking while played the vanilla game a lot).

I hope you don't mind if I borrow some ideas later, for now I just add new races and I'm going to tweak avatars, but some time later it'll be a time to change weapons and combat system, that's where some of your work and advices could be useful. Anyway, by the time I reach that plank I'll ask you again =).

[ February 21, 2008: Message edited by: Deon ]

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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #109 on: February 21, 2008, 02:22:00 pm »

Odd. I play humans with no problems. Can you elaborate? Any other mods you use, any suspicious lines in the errorlog?
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Beacon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #110 on: February 21, 2008, 02:27:00 pm »

I'm using Wiles Mod and your Mineral Mod.
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Beacon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #111 on: February 21, 2008, 02:33:00 pm »

Ok, just tried yours on it's own, and it still crashes.
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #112 on: February 21, 2008, 02:38:00 pm »

Try deleting all files from the data\objects folder. They will be re-generated when the game starts. Something might have been left over there. I'll take a look at wiles' mod.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Beacon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #113 on: February 21, 2008, 02:41:00 pm »

Did it. Still the same.
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Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #114 on: February 21, 2008, 02:42:00 pm »

Weird things happen to DF sometimes, I had crashing/not loading problems with my mod too, but they were gone when I copied my files to a fresh installed game folder.
Try to install mods in a new "clean" installed DF, it should work.
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #115 on: February 21, 2008, 02:51:00 pm »

Weird indeedy. The only conflict I can see with the wiles' mod is the trident weapon, and it's not even on the human entity list. The flanged mace is also present, but I have a different ID for it.

Are you sure the crash happens only with humans? Try other races. Try genning a new world (which you should have done when you changed mods). And look in the errorlog, is there anything except the double trident?

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Beacon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #116 on: February 21, 2008, 03:16:00 pm »

Ok, I reinstalled the game, put in only the Martial Arts mod, generated new world, attempted to use a human civ, crash.

Unrecognized Stone Token: ANTHRACITE
Unrecognized Stone Token: PEATSTONE
Unrecognized Stone Token: MAGNETITESAND
Unrecognized Stone Token: RAW_INOBTANIUM
Duplicate Object: item ITEM_WEAPON_TRIDENT
Unrecognized Stone Token: ANTHRACITE
Unrecognized Stone Token: PEATSTONE
Unrecognized Stone Token: MAGNETITESAND
Unrecognized Stone Token: RAW_INOBTANIUM
Duplicate Object: item ITEM_WEAPON_TRIDENT
Unrecognized Stone Token: ANTHRACITE
Unrecognized Stone Token: PEATSTONE
Unrecognized Stone Token: MAGNETITESAND
Unrecognized Stone Token: RAW_INOBTANIUM

That's all the errorlog.txt says.

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Beacon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #117 on: February 21, 2008, 03:29:00 pm »

Wait, hang on...

I did it again, deleted everything I could find of DF, then redid it.. And it works now...

Now to see if I can get the other two mods working..

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Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #118 on: February 21, 2008, 03:36:00 pm »

You should be able.
I found through hard and sad times that sometimes some wrong thing can "lock" the game so it won't be playable with your mod anymore, even if you fixed all the bugs. Only reinstall helps.
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Beacon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #119 on: February 21, 2008, 03:39:00 pm »

Ok, Minerals mod works... Trying Wiles.
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