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Author Topic: [38c] Martial arts mod and extensions v1.70. Hindentanic  (Read 27596 times)

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #255 on: June 05, 2008, 02:41:00 pm »

Bump with content.

This version is a "Hindentanic edition". It means that it didn't crash where other ones crashed. Specifically, it didn't crash midsummer in the first year when I was running human forts. This specific update nets one more point in favor of an old saying I used - "The first guess is usually the right one. Further discussion and debate usually introduce errors.". The culprits in this particular case were the ribs. Apparently, the game can't handle multiple LEFT/RIGHT SKELETON bodyparts within another bodypart. Right now I retweaked the ribs to have no impact on this, and added three more bones as a bonus.  :)

By the way, the one Hindentanic I know ended up having wasps released inside it and its controls destroyed, after which it got hit by meteors, caught on fire, crash landed onto an iceberg and sank.

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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

Deon

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #256 on: June 05, 2008, 04:57:00 pm »

Lol for Titanic =).

Nice idea about fish. Why not to make giant copies of other small things like vermin? Giant flies/dragonflies/firesnakes/lizards/toads? Yeah! GIANT TOADS [FANCIFUL]!

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✫ Cartographer's Lounge ✫ - a custom worldgen repository

Cavalcadeofcats

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #257 on: June 05, 2008, 09:12:00 pm »

Actually, there are giant toads in vanilla.

Fact.

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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #258 on: June 06, 2008, 01:50:00 am »

I was thinking of adding "Toady" as an adjective to "Toad" in the game, but for some reason decided against it. Making "The Great Toady Swamps" possible may be too much.

And no fish in this release - I'm mostly working on the tool to ease mod developing for large mods such as this.

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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

Jagsman32

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #259 on: June 06, 2008, 10:37:00 pm »

Question, If i choose the races Goblin, Dark Outcast, or Dark Elf, will the Dwarves, Humans, Elves, and Kents try and siege me? I played as the Kentauri and i noticed the Dark Elves took no time to ambush my fortress and destroy more than half the population, but I'm wondering if the 'good' races will do the same to the 'evil races'.
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Jagsman32

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #260 on: June 08, 2008, 11:37:00 am »

weird, out of nowhere all my Kentaur are all listed as slaughter able. Can't get into their profiles or anything. Wonder how this was triggered...is there a fix? Says they are all animals that cannot work.

[ June 08, 2008: Message edited by: Jagsman32 ]

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Jetman123

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #261 on: June 08, 2008, 07:36:00 pm »

You should so rename this mod/version to "The Uncrashable Mary Bell"   :D

[ June 08, 2008: Message edited by: Jetman123 ]

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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #262 on: June 09, 2008, 02:23:00 am »

O_O Damn, I forgot that bug. I thought I fixed it...

No, wait...  I did! I removed the PET_EXOTIC tag that did it in 1.70. Did you download from DFFD or rapidshare?

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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

Jagsman32

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #263 on: June 10, 2008, 06:59:00 pm »

DFFD, but i went into the file and removed it.
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The13thRonin

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #264 on: June 14, 2008, 01:05:00 am »

Can I use your modification in a game-play modification I'm creating Sean? I'll give appropriate credit of course.
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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #265 on: June 14, 2008, 06:13:00 am »

You might not need to.

My mod is a resonably vast work that changes a lot of stuff. Therefore, I have developed ModBase, a simple-to-use mod merger program. If I convert my mod to that - and I will, sometime - you might only need to make appropriate changes and specify that your mod needs mine to function.

If you can provide a pointer or a description as to what you are making, I might give further info. Also, which parts of my mod are you looking at, specifically?

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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

The13thRonin

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #266 on: June 14, 2008, 01:18:00 pm »

I'm making an additional creature modification coupled with minor game play 'tweaking' (such as enabling silver to be crafted into an armor [albeit a very cumbersome and impractical armor] and to be used in the construction of ranged weapons (didn't make sense why it could be used for close-quarters and not ranged). I like what you've done with the custom attacks and new bodies for all creatures. I'd be just using your new bodies files and the custom attack files, nothing else at all. If you disagree I guess that cripples my ability to release anything at all and I will keep it as a personal interest modification out of respect.

If you're interested I have created the following creatures thus far (many, many more are partially done or currently in planning):

-Green Dragon
-Red Dragon
-Blue Dragon
-White Dragon
-Black Dragon
-Vampire
-Phoenix
-Pegasus

As you have probably noticed I am focusing my efforts on creatures of a mythological nature (especially Greek mythology).

[ June 14, 2008: Message edited by: The13thRonin ]

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Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #267 on: June 14, 2008, 01:25:00 pm »

I've got the black dragon already...

And you should really consider that modding program I made. Makes merging mods easy.
Because otherwise, using "custom attack files" may be a little difficult.  ;)

[ June 14, 2008: Message edited by: Sean Mirrsen ]

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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

The13thRonin

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #268 on: June 14, 2008, 01:33:00 pm »

quote:
Originally posted by Sean Mirrsen:
<STRONG>Because otherwise, using "custom attack files" may be a little difficult.   ;)
[ June 14, 2008: Message edited by: Sean Mirrsen ]</STRONG>

Not really...

I simply extracted all the creature files minus the ones that include your custom creatures.

Is it really necessary to use the mod manager?

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Dig Deeper DIAMOND - 750+ items of new content including; new plants, new creatures, new metals, new woods, new gems, new stones, new crafts and much, much more.

Sean Mirrsen

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Re: [38c] Martial arts mod and extensions v1.70. Hindentanic
« Reply #269 on: June 14, 2008, 01:40:00 pm »

No. Not yet, anyway. But right now I'm porting my mod to that standard.
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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
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