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Author Topic: [MOD] DFCP [v.B2] 40d13 FULL  (Read 35243 times)

Deon

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When you have a lot of different entities, play on large worlds.

Also I have a pre-generated Large world. Why don't you like it? :) It has a helload of features and sites, and a lot of entities of each type.
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Fleeb

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Sorry if this has been asked, but shouldn't miners be able to use hammer picks? I just started and my miners won't touch them.
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"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Deon

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They were used as picks and hammers which led to strange thing: it was a digger tool but it trained the hammer skill, so you ended up with hammerdwarves instead of miners.

So currently they are just a kind of dwarven weapon. I should probably mention it somewhere...

Currently I decide whether to implement my old aberrations from "Legends of Faerun" mod or not... They have pretty elaborate and "realistic" (taken from dnd books) organ systems but I am not sure do you want Umber Hulks and various Beholders etc. in DF universe or not.
« Last Edit: May 28, 2009, 07:29:47 pm by Deon »
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Fleeb

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Umber hulks and beholders? Um, yeah...  ;D
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"If you push something hard enough, it will fall over" -Fudds First Law of Opposition
"If it goes in, it must come out" -Teslicles Deviant to Fudds Law

Deon

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New version B1 is out.

Ahrabs, who dwell in deserts and hot biomes.
New ahrabs items:
Weapons:
Spoiler (click to show/hide)
Some new instruments and items are avaliable.

Goblins finally get "goblin stuff".

New creatures: aboleth, illithid, beholder (various beholders and beholder-kin, including hive mothers, beholder mages, deathkisses, gougers, isle of the deep and others), umber hulk, gelatinous cube (yay for jelly).

I renamed "humans" with western flavor to "theutons". Why not.

"B" is based on 40d11 because it's faster.

Ahrabim need grapic set.

This is the full version installation, you don't need a "vanilla" for this to run.
It comes with a pre-generated world with all races avaliable.

P.S. Also I've borrowed an easy reaction from drawbridge/floodgate discussion so now you can turn iron and steel into mechanisms in a smelter (so you can get magma-proof mechanisms not from bauxite only).
http://dffd.wimbli.com/file.php?id=1021
« Last Edit: May 31, 2009, 07:39:28 pm by Deon »
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Deon

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B1 release is up!
I need a graphcis set for ahrabim, I can make it by myself but it will take some time. It will be up in B2.
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Deon

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I've found that Beefmo's humans are perfectly suit Ahrabim! I've reuploaded B1 with the graphics set. Beefmo is a really cool sprite artist.
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Deon

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I'm adding centaurs in B2 so if you plan to start a fort, wait a bit. However I need some playtesting and new ideas. Hey :D.
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SirHoneyBadger

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I think you're doing good work, Deon, and I like and appreciate that you obviously do your research, but personally, I'm opposed to adding trademark D&D critters to the game. It's just something that, by itself, would turn me off of a given mod.
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Deon

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The person above voted yes :).

Anyway, just 5-6 critters don't do the mod. I like fighting beholders, however I may move it in a separate download, since I focus on centaurs now.
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Croquantes

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Yeah, this is really annoying. I think the mod's great, and I've used it a lot so I noticed this especially. Sometimes I start with hammer picks. Kinda dooms the fortress from the start when you can't mine. :P
« Last Edit: June 17, 2009, 02:20:50 pm by Croquantes »
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Meanmelter

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i like how much u added =D

though i was wondering how you got that info on the places that ahve fallen and creatures that are still alive and stuff.
i was also wondering what you used to make the graphic sets.

other than the questions,this is a pretty fun mod =)
« Last Edit: July 14, 2009, 03:33:00 pm by Meanmelter »
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jester

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My 2 cents for the DnD creatures:  there is no such thing as too many differnt creatures in Dwarf fortress.

  Played the settler mod for fallout 3 yet deon?
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Deon

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Nah. My videocard may handle Oblivion, but Fallout 3 is a sir-lag-alot... I dream that one day I will go out and buy a new graphics card though :)

Is that a mod where one can build your own village? I saw it on Nexus. Why do you ask?

Anyway this mod is on hold now because I make a new "Genesis" mod which is based on DFComplete (I thought that a funnier name than "DFCP" would be nice), by "based" I mean it uses all the features and fixes some (I'll change hammer picks to something else to avoid confusion; also I'll find new names for DnD creatures to stop the complaints); but the main expansion is focused on other races as well (+nubians for humans; different skulking races, not kobolds only; different types of goblinoids; raiding centaurs etc.).
However it will take a while because I currently learn SQL and try to adapt to a new working place so it takes most of my time. I also try to find out a better tileset (I like new Gothic one, however I don't agree with some desicions there... so it'll take time too).

Let's hope together that I don't lose the enthusiasm for this mod :).
P.S. I'm making it on 40d13, I love the zooming feature (if only they made 32x32 avaliable...).
« Last Edit: July 15, 2009, 07:50:13 am by Deon »
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Deon

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I've uploaded a 40d13 version, with zoom and stuff.

NB!: Currently the adventurer key to enter location is "space" instead of ">".
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