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Author Topic: Mod: Legendary Lands = Released 1.11e 20-July Read first post!  (Read 78918 times)

Flaede

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #255 on: December 31, 2008, 04:37:20 am »

A bison was learning things?
Conversational skills? Have you inadvertantly taught the pack animals language?
because if this could be reliably replicated, that would be awesome --> think parrots.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #256 on: December 31, 2008, 07:15:19 am »

A bison was learning things?
Conversational skills? Have you inadvertantly taught the pack animals language?
because if this could be reliably replicated, that would be awesome --> think parrots.

It's the SLOW_LEARNER tag. Don't think they stop learning those skills just cos they can't talk
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Flaede

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #257 on: January 07, 2009, 10:36:24 pm »

but how does a bison learn to lie? what on earth could they have done that would have given them experience?

At any rate,I thought SLOW_LEARNER was retired?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #258 on: January 08, 2009, 12:02:28 am »

but how does a bison learn to lie? what on earth could they have done that would have given them experience?

At any rate,I thought SLOW_LEARNER was retired?

No idea how it learns that. It shouldn't, since it can't talk. Also, SLOW_LEARNER is a new tag.
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TheMirth

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #259 on: January 08, 2009, 02:57:37 pm »

I can generate a world but when I swap and try running Launch DF Legendary Lands.exe it says it cannot find "Dwarf". Not sure what it's looking for.

Spoiler (click to show/hide)
« Last Edit: January 08, 2009, 03:37:56 pm by TheMirth »
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #260 on: January 09, 2009, 04:35:02 am »

I can generate a world but when I swap and try running Launch DF Legendary Lands.exe it says it cannot find "Dwarf". Not sure what it's looking for.

Spoiler (click to show/hide)

:|  I know what it's doing, but it doesn't make me happy. Sounds like it isn't trying to launch the full exe name, instead just trying to launch 'dwarf'
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TheMirth

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #261 on: January 09, 2009, 11:28:28 am »

Ok, I made a copy and renamed the vanilla executeable to simply 'dwarf.exe' and seems to be happy. I needed to go back and regen a world again though and so far I'm up to year 723. 

Edit: ok it finished up at 1050, I swore to myself I'd stop if it surpassed 1066, never seen it go so long before.
« Last Edit: January 09, 2009, 12:03:52 pm by TheMirth »
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TheMirth

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #262 on: January 10, 2009, 11:08:45 pm »

Agghh! I love it, allready had thieve sneak in and begin demolishing workshops unseen.

/my war dog makes an excellent consoler when a tantrum spiral begins.
« Last Edit: January 10, 2009, 11:15:00 pm by TheMirth »
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Captain Mayday

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #263 on: January 10, 2009, 11:16:13 pm »

Agghh! I love it, allready had thieve sneak in and begin demolishing workshops unseen.

/my war dog makes an excellent consoler when a tantrum spiral begins.

Hope you haven't forgotten to switch over to the Play files, instead of using the Worldgen files. Otherwise you're in for a nasty shock.
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Seagoon

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #264 on: January 11, 2009, 04:19:00 pm »

Seems the mod ignores any init changes if run from its launcher, any way around this? Or can I just play it from the DF.exe in the file above?
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TheMirth

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #265 on: January 11, 2009, 04:20:50 pm »

What init changes? I've got tilesets working fine.
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Seagoon

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #266 on: January 11, 2009, 04:26:46 pm »

everything actualy...


Replaced the init file with another clean one and modded it to what I want, everything is now working apart from it wont let me go full screen :/
« Last Edit: January 11, 2009, 05:34:10 pm by Seagoon »
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TheMirth

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #267 on: January 12, 2009, 03:03:29 pm »

Most folks are comfortable enough to have done this themselves but I went ahead and tried creating a batch script that just runs dwarfort.exe called dwarf and that satisfies the Legendary lands launcher and lets me use dwarf manager.

Dwarf manager wouldn't find the process when I had renamed dwarfort to simply 'dwarf'
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nil

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #268 on: January 12, 2009, 04:08:00 pm »

I've got a few animals talking to each other and getting conversation skills; it's been 6 days in game time and I've already gotten 4 "stray wardog has become more experienced" messages; my two-humped camels and bison are all dabbling too. The chickens, cat, yak, donkey are clean. Is there any way I can fix it?  I got this mod mostly for the prospect of constant large-scale warfare; I don't want all the battles to be summarily ended by hordes of legendarily social dogs (nor do I want to give up this great spot).

edit: It was the slow learner tag, I removed it and the conversation stopped.
« Last Edit: January 12, 2009, 04:38:16 pm by nil »
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Flaede

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Re: Mod: Legendary Lands = Released 1.11 20-DEC Read first post!
« Reply #269 on: January 12, 2009, 08:15:08 pm »

I've got a few animals talking to each other and getting conversation skills; it's been 6 days in game time and I've already gotten 4 "stray wardog has become more experienced" messages; my two-humped camels and bison are all dabbling too. The chickens, cat, yak, donkey are clean. Is there any way I can fix it?  I got this mod mostly for the prospect of constant large-scale warfare; I don't want all the battles to be summarily ended by hordes of legendarily social dogs (nor do I want to give up this great spot).

edit: It was the slow learner tag, I removed it and the conversation stopped.

Urist : "THe cat... it's talking to me... but it's LIES! ALL LIES!"
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]
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