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Author Topic: [MOD] DFCP [v.B2] 40d13 FULL  (Read 35253 times)

Meanmelter

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #165 on: July 17, 2009, 02:02:47 pm »

It looks neat. I will use it. If you have other ideas, give them away :).

accualy,i was thinking off adding a race that only crafts bones,but,it has lots of failures.it should work in the new version as it adds more intaraction.

i  was thinking of adding some kind of intelligent race that can craft everything,but,is a terrible race for fighting.

so its like opposite of orcs,can do anything,only very weak


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Deon

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #166 on: July 17, 2009, 04:55:05 pm »

Technowizards? :D
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Meanmelter

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #167 on: July 17, 2009, 05:58:50 pm »

Technowizards? :D
yep,i like the idea,there strong at 1 point and weak at another.
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Nurg

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #168 on: July 18, 2009, 05:43:18 am »

Very cool, going to try out this mod.
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JanusTwoface

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #169 on: July 22, 2009, 09:40:07 pm »

Ah, I forgot to fix the hammer picks! :) You have to go to raw/objects/item_dwarf.txt and under hammer pick change SKILL:HAMMER to SKILL:MINING. I will fix it in the Genesis release :).

Meanmelter: http://www.bay12games.com/forum/index.php?topic=20780.0

In my copy (the folder is DF_GENESIS, does that mean it's the Genesis release?), the hammer pick skill is still wrong.  Changing it makes everything much shinier.  Can you double check your copy?  (The one linked on the first post)
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Deon

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #170 on: July 23, 2009, 03:55:22 am »

No, it's still B2 release :). I just renamed the folder too early.

All I need to do is to stop being lazy and to attach graphics tiles to centaurs and nubians. I already have all content without graphics :). I will try to make myself to release it this evening (+3 GMT).
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Deon

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #171 on: July 23, 2009, 06:47:14 am »

OK, this will take a while, however I hope you will like it.

I start a creature overhaul. There're a lot of wrong things, like that all creatures have the same speed etc.

Moreover, wolves are diurnal, elks have no horns, bears can't grab or attack with paws etc. For example I've already made gray wolf, red wolf and dire wolf plus various jackals (golden, side-striped and silver-backed) and set up biomes appropriately.
Also I put various creatures in separate files (i.e. creature_canine.txt , creature_feline.txt) by type/relation so it would be easier for other people to change them or to take them to their mods.

So you will not have a major gameplay change, but at least you will have to train your speed to outrun an alligator. Plus I tweak their attacks.
« Last Edit: July 23, 2009, 07:14:32 am by Deon »
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Meanmelter

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #172 on: July 23, 2009, 10:48:34 am »

if you lower the dwarf speed,it takes them longer to do EVERYTHING and it even effects there combat
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Deon

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Re: [MOD] DFCP [v.B2] 40d13 FULL
« Reply #173 on: July 23, 2009, 05:42:48 pm »

I don't lower dwarves, I make some creatures like cheetah to be faster. It makes sense that they attack faster too, although I don't like how the speed is a general characteristic for all :).
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