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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 78939 times)

chonger

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #225 on: December 21, 2008, 06:07:05 pm »

I just installed Legendary Lands Version 1.10 on a fresh install of Dwarf Fortress (df_28_181_40d).

These fish like things are showing up as "roach" when I use 'k' to view them.




This appears to be a "FISH_ROACH". Is this intentional?

Code: [Select]
[CREATURE:FISH_ROACH]
[NAME:roach:roach:roach]
[TILE:224][COLOR:6:0:0]
[VERMIN_GROUNDER][VERMIN_FISH]
[POPULATION_NUMBER:250:500]
[AQUATIC][SMALL_REMAINS][FISHITEM][IMMOBILE_LAND][UNDERSWIM][VERMIN_NOTRAP]
[NOT_BUTCHERABLE][NATURAL][MUNDANE]
[PREFSTRING:tenacity]
[ALL_ACTIVE]
[NO_DRINK]
[BIOME:RIVER_TEMPERATE_FRESHWATER]
[BIOME:LAKE_TEMPERATE_FRESHWATER]
[BIOME:RIVER_TEMPERATE_BRACKISHWATER]
[BIOME:LAKE_TEMPERATE_BRACKISHWATER]
[BIOME:POOL_TEMPERATE_FRESHWATER]
[BIOME:POOL_TEMPERATE_BRACKISHWATER]
[STANDARD_FLESH]
[SWIMS_INNATE][SWIM_SPEED:1500]
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #226 on: December 21, 2008, 07:17:02 pm »

Roaches are fish. Not sure what else to say on that point.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #227 on: December 21, 2008, 07:21:05 pm »

Just noticed that. So I might start an adventurer after all.

Edit: started an adventurer, and didn't get beheaded, did manage to behead some wolves though, their heads flew off in beautifull arcs. don't know how usefull that information is. A warg slowly chewed me to death not much later.

Started a new fortress afterwards in an area crowded with undead ducks and swans and had something odd happen, four of my five surviving dwarves got in a fight with a zombie duck, but not much was happening. They were just standing there, nobody was receiving any new wounds, I couldn't even pull them out of combat by removing them from the military. They got thirsty from standing there and poor Urist even fainted from exertion, My remaining dwarf finally managed to rescue them by killing the duck for them.

I remember there was a similar bug a while ago in vanilla df, it had something to do with dwarves trying to strangle undead (and thus nonbreathing) creatures, I believe that was fixed though. Could this somehow have reemerged in your mod?

Yeah, this was probably the case. For situations like this I find Dwarf Companion useful as it can turn on the combat logging. Then you'd know exactly what was going on. I don't know that the problem was ever actually fixed though.
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chonger

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #228 on: December 21, 2008, 10:53:25 pm »

Roaches are fish. Not sure what else to say on that point.

Threw me off. I was thinking of the other kind of roach...
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #229 on: December 21, 2008, 11:11:09 pm »

Roaches are fish. Not sure what else to say on that point.

Threw me off. I was thinking of the other kind of roach...

The one with a name that cannot be spoken in polite company.
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chonger

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #230 on: December 22, 2008, 12:08:19 am »

You mean... oh... yeah. That.

OK, this might be a bug. Iceberry turns into a drink named "Something". Maybe this is for Lord Nagash.


Code: [Select]
matgloss_plant_useable.txt:
[MATGLOSS_PLANT:BERRY_ARCTIC]
   <<Thanks to LordNagash>>
[TILE:58][COLOR:3:0:1]
[NAME:iceberry][NAME_PLURAL:iceberries]
[GROWDUR:600][VALUE:3]
[DRY][BIOME:TUNDRA]
[DRINK:something:3:0:1]
[DRINKVALUE:5]
[MILL:iceberry dye:3:0:1]
[MILL_VALUE:20]
[MILL_DYE:PALE_BLUE]
[EDIBLE_RAW]
[EDIBLE_VERMIN]
[AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:hardy foliage]
[SEED:3:0:0]
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chonger

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #231 on: December 22, 2008, 01:05:31 am »

Just because I don't have the time right now to trial this, I was wondering if I could get you guys to replace the conent of your entity_avari.txt file with the following, and tell me if the buggers still turn up to trade.
My bet is that they do. Just need confirmation please.

I replaced the [ENTITY:AVAR] section of the raw/objects/entity_avari.txt file with this. I then cleared out the data/objects directory and restarted DF. The Avari merchants still showed up. One noticable difference is that they were not protected by Avari guards (only the merchants showed up).

A minor note, the "tr" in trANSLATION and "li" in liKES_SITE were in lower case. I changed them to upper case before updating my entity_avari.txt.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.10 22-OCT Read first post!
« Reply #232 on: December 22, 2008, 02:08:35 am »

Just because I don't have the time right now to trial this, I was wondering if I could get you guys to replace the conent of your entity_avari.txt file with the following, and tell me if the buggers still turn up to trade.
My bet is that they do. Just need confirmation please.

I replaced the [ENTITY:AVAR] section of the raw/objects/entity_avari.txt file with this. I then cleared out the data/objects directory and restarted DF. The Avari merchants still showed up. One noticable difference is that they were not protected by Avari guards (only the merchants showed up).

A minor note, the "tr" in trANSLATION and "li" in liKES_SITE were in lower case. I changed them to upper case before updating my entity_avari.txt.

Ah, yes, thank you. This, unfortunately, is what I thought would happen.
Also, I will fix the iceberry issue. I didn't even notice that!
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LordNagash

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #233 on: December 22, 2008, 02:50:13 am »

You mean... oh... yeah. That.

OK, this might be a bug. Iceberry turns into a drink named "Something". Maybe this is for Lord Nagash.


Code: [Select]
matgloss_plant_useable.txt:
[MATGLOSS_PLANT:BERRY_ARCTIC]
   <<Thanks to LordNagash>>
[TILE:58][COLOR:3:0:1]
[NAME:iceberry][NAME_PLURAL:iceberries]
[GROWDUR:600][VALUE:3]
[DRY][BIOME:TUNDRA]
[DRINK:something:3:0:1]
[DRINKVALUE:5]
[MILL:iceberry dye:3:0:1]
[MILL_VALUE:20]
[MILL_DYE:PALE_BLUE]
[EDIBLE_RAW]
[EDIBLE_VERMIN]
[AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[PREFSTRING:hardy foliage]
[SEED:3:0:0]

Well, that definitely sounds like a placeholder. I uh... use a lot of those, while I attempt to get the creative juices flowing. Whoops.

Thanks for pointing that out.
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sonerohi

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #234 on: December 23, 2008, 05:16:44 pm »

Oh cap'n my cap'n, I can find no readme that will direct me in installing your mod. I've got the unzipped LL folder, and the unzipped DF folder, but I can figure out nothing. I am utterly incompetent when it comes to anything like this, so if anyone might be able to give me the baby steps on how to do it, that'd be appreciated so much.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #235 on: December 23, 2008, 11:10:26 pm »

Oh cap'n my cap'n, I can find no readme that will direct me in installing your mod. I've got the unzipped LL folder, and the unzipped DF folder, but I can figure out nothing. I am utterly incompetent when it comes to anything like this, so if anyone might be able to give me the baby steps on how to do it, that'd be appreciated so much.

Place the LLPACKED folder itself inside the DF folder.
Inside the LLPACKED folder there is a batch file you can run to install it for you. It will also clear out your objects cache. An executable will appear in the LLPACKED folder. I suggest creating a shortcut for it, and placing it in the root DF folder, or anywhere of your choosing, really.
This will clear your object cache every time you run it, and then launch the game. It will also tell you if you're in worldgen mode.

Generate worlds in worlgen mode, and switch to play mode with the batch file for this in the LLPACKED folder.
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sonerohi

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #236 on: December 24, 2008, 09:57:13 am »

Ok, well I moved all the LLPACKED stuff into my df folder, and I seem to have run the install just fine. But when I actually try to run the 'launch Lengendary Lands' exe, it pops up a window saying specified files cannot be found. Wherein does it appear I've messed up?
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #237 on: December 26, 2008, 05:36:44 am »

Ok, well I moved all the LLPACKED stuff into my df folder, and I seem to have run the install just fine. But when I actually try to run the 'launch Lengendary Lands' exe, it pops up a window saying specified files cannot be found. Wherein does it appear I've messed up?

I am guessing here that you moved the contents of the LLPACKED folder to the DF folder itself. The LLPACKED folder has to exist in the DF folder, since I've created the install using relative paths.
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sonerohi

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #238 on: December 26, 2008, 01:05:53 pm »

So I have to directly install in inside my df folder? On it.
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #239 on: December 26, 2008, 09:55:19 pm »

Just for clarification, here is the directory structure that needs to exist.

root> DF\
--> DF\LLPACKED

There shouldn't be any problems if the folder of LLPACKED is simply dropped in the DF folder.
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