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Author Topic: Community Mods and utilities list.  (Read 1215870 times)

Deon

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Re: Community Mods and utilities.
« Reply #30 on: January 05, 2009, 05:30:49 pm »

Oh, Kael, I didn't know about your mod, it could help mine very much (I modded Nippons in because my mod specializes in subraces for original DF); I've spent a lot of time on various websites and Wikipedia to find appropriate weapons, and your mod has most of the things I've used already.
I didn't know what to give them instead of plate armor and now I know: lamellar armor! Thanks.

By the way, you can borrow something from my mod too:
MASAKARI (axe)
TANTO (dagger)
CHIGIRIKI (flail)
OTSUCHI (large siege maul)
KANABO (large two handed mace)
KASA (flat brimmed hat)
OBI (sash)
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Re: Community Mods and utilities.
« Reply #31 on: January 06, 2009, 12:30:13 am »

Add the samurai mod in my sig to the list. I'll update it for 40d7 soon.

Done =)
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

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Re: Community Mods and utilities.
« Reply #32 on: January 06, 2009, 12:31:56 am »

Please remove the "Flavor" mod from the list because it was just a temporary name.

Actual mod is Dwarf Fortress Complete but your description is a bit wrong.

Please rename it to Dwarf Fortress Complete (alpha3);
description is: "1) biome-specific subraces for the human race; 2) new various creatures to kill; 3) various item types for races (bugs-related equipment for kobolds; dwarven weaponry etc.); 4) bandits and skulking lizardmen"

Alright, Yeah I was 76% asleep when I edited it earlier.   New description is in place.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Deon

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Re: Community Mods and utilities.
« Reply #33 on: January 06, 2009, 07:18:41 am »

It's good to know how much % you are asleep. It's usually a problem for me :).
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Re: Community Mods and utilities.
« Reply #34 on: January 06, 2009, 06:06:36 pm »

Toad disliked the idea of someone else creating installers for his game because they were executable files and he could not verify their contents and workmanship.  So it has been removed and I do not think there will be any further versions made.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Rysith

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Re: Community Mods and utilities.
« Reply #35 on: January 06, 2009, 08:08:53 pm »

Hooray, the Orcs made a list of popular/good mods! I'm not sure if it does anything to reduce the poison ivy,angry porcupines, or grease, but all you have to lose are your dwarves  ;D.

Thanks for the list, I'll have to check some of these out.
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Re: Community Mods and utilities.
« Reply #36 on: January 07, 2009, 12:26:21 pm »

Hooray, the Orcs made a list of popular/good mods! I'm not sure if it does anything to reduce the poison ivy,angry porcupines, or grease, but all you have to lose are your dwarves  ;D.

Thanks for the list, I'll have to check some of these out.

I was only speaking of helping users overcome the learning curve, not the difficulty curve =)


After all... Losing is fun... and spectacularly losing is spectacularly  fun!
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

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Re: Community Mods and utilities.
« Reply #37 on: January 09, 2009, 12:43:20 pm »

added a few more descriptions today (01/09/09)

As always, if you have a candidate to add to the list just say so.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Mephansteras

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Re: Community Mods and utilities.
« Reply #38 on: January 09, 2009, 12:48:42 pm »

Might as well add in the Primative Civs mod that I made. Description: Adds in ten new primative beastman civs to the world

New Description for the Civilization Forge mod: Adds in many new elements (races, items, metals, plants, etc) and rebalances the game a bit
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Re: Community Mods and utilities.
« Reply #39 on: January 09, 2009, 07:17:22 pm »

Might as well add in the Primative Civs mod that I made. Description: Adds in ten new primative beastman civs to the world

New Description for the Civilization Forge mod: Adds in many new elements (races, items, metals, plants, etc) and rebalances the game a bit
Added and changed =)
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

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Re: Community Mods and utilities list.
« Reply #40 on: January 10, 2009, 11:42:39 pm »

Did a couple cosmetic updates.   No new mods have been released lately though =(
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

Mephansteras

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Re: Community Mods and utilities list.
« Reply #41 on: January 11, 2009, 03:41:33 pm »

Slight organizational suggestion: Split the mods into Major mods that have a large effect on major aspects the game (Like Legendary Lands, Civilization Forge, Kobold camp, etc) and Minor mods, which simply add in more stuff or effect one area (Plants mod, Glass mod, Orcs, etc).
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Deon

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Re: Community Mods and utilities list.
« Reply #42 on: January 12, 2009, 10:50:59 am »

bump
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Re: Community Mods and utilities list.
« Reply #43 on: January 12, 2009, 01:41:32 pm »

Slight organizational suggestion: Split the mods into Major mods that have a large effect on major aspects the game (Like Legendary Lands, Civilization Forge, Kobold camp, etc) and Minor mods, which simply add in more stuff or effect one area (Plants mod, Glass mod, Orcs, etc).
Because I have not played all the mods, I really cannot do this.  Also A lot of mod authors add more to their mod as time goes on, so minor ones become major ones.. I am going to try and keep up the two current categories though of regular mods and total conversion mods... but even there some mods are right at the border and may jump from regular mod to total conversion when I am not looking.
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Mods and the best utilities for dwarf fortress
Community Mods and utilities thread.

TheMirth

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Re: Community Mods and utilities list.
« Reply #44 on: January 12, 2009, 03:06:35 pm »

Just like to mention dwarf manager, a nice utility that builds upon what dwarf foreman started.
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