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Author Topic: Dangerous Wilds Mod  (Read 21209 times)

catoblepas

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Re: Dangerous Wilds Mod
« Reply #45 on: March 16, 2009, 06:27:55 pm »

Wow, that is hilarious. Personally, the wost battle I have run into so far was an encounter with a herd of zombie mammothmen....while playing a gnome. It was a short battle. (no pun intended)
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Vaudille

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Re: Dangerous Wilds Mod
« Reply #46 on: March 19, 2009, 12:58:23 am »

Hey dude how do I install this?
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catoblepas

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Re: Dangerous Wilds Mod
« Reply #47 on: March 19, 2009, 01:48:08 am »

download the version you want form the appropriate link, then extract the files. replace the 'objects' file with the corresponding one in your raws file. Then generate a new world.
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Vaudille

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Re: Dangerous Wilds Mod
« Reply #48 on: March 19, 2009, 01:02:48 pm »

All my object files are just files, not .txts. Is there a way to convert them without the game saying it is corrupt?
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catoblepas

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Re: Dangerous Wilds Mod
« Reply #49 on: March 19, 2009, 02:45:59 pm »

That is....odd, I don't know why they wouldn't be text files, uh, did you extract the files first? what text application are you opening it with?
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Vaudille

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Re: Dangerous Wilds Mod
« Reply #50 on: March 19, 2009, 03:00:39 pm »

Trying to use notepad, but my current object files are just gibberish in it. I've got the MAYDAY version, if it helps.
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catoblepas

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Re: Dangerous Wilds Mod
« Reply #51 on: March 19, 2009, 03:33:05 pm »

That might be it, I have never tested my mod with any of the graphics set, so I don't know how it would react to it. Perhaps you should try it without the mayday set?
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Vucar Fikodastesh

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Re: Dangerous Wilds Mod
« Reply #52 on: March 19, 2009, 04:00:13 pm »

Are you looking in data\objects or raw\objects? Data\objects contains compiled copies of the raws. Raw\objects is what you edit to install mods.
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I think it's a vastly amusing thought that elephants are so afraid of heights that when Dwarves invented the Z-axis, they couldn't bear to face dwarves in combat anymore.

catoblepas

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Re: Dangerous Wilds Mod
« Reply #53 on: March 19, 2009, 04:54:42 pm »

Vucar's probably right, I forgot about that.
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Vaudille

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Re: Dangerous Wilds Mod
« Reply #54 on: March 19, 2009, 05:25:47 pm »

That was the problem, thanks dude.
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catoblepas

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Re: Dangerous Wilds Mod
« Reply #55 on: March 25, 2009, 09:51:27 pm »

Next Version will probably be out in about ~2 weeks. It will probably be the last update for the mod until the next version comes out, so if you have suggestions for what should be added/excluded/changed for the next update, be sure to speak up! What WILL be included for the next update is as follows:(excepting anything I might think of at a later time)

More Creatures:
Giant tentacle pods, Ocher tentacle pods, giant fuzzy wamblers, red dragons, black dragons, and white dragons, bison, kangaroos, hyenas, kelpies, nixies, bonnacons, leucrottas, tarrasques, mindflayers, perytons, shedu, alphyns, and quinotaurs.

New Civilizations?:
I might add a new entity to the mod. Probably one that uses no weapons at all, but whose wrestlers can hold their own easily, might be a third variety of krell, or I might add halflings/hobbits in instead. Might add a new controllable civilization if someone requests it, otherwise, probably not.

New weapons and Armor?:
Probably not, I have a pretty good selection as it is, including several that exist solely to appear as artifacts. I might add some new ones if there is a particular kind of item that someone wants me to add.

New rocks/metals:
probably not any new rocks, but I have ideas to add one or two new types of metals to the mod, we'll see how it goes. At the very least, I will definitely be adding another galvorn alloy, to make all that dross galvorn that tends to accumulate more useful. I will probably add/revise a few of the reactions as well.

Plants/trees:
you can never have too many! Actually, I have already added several new varieties of each. (ex: mesquite, black oak, white oak, yew, fir trees, etc)

Other stuff:
Nothing I can think of at the moment, but something will probably come to mind later on.

Remember, I always appreciate feedback, and it's also a good way to ensure a feature you want gets into the mod!
« Last Edit: March 26, 2009, 12:02:49 pm by catoblepas »
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diriel

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Re: Dangerous Wilds Mod
« Reply #56 on: March 26, 2009, 02:58:07 am »

Read through most of the thread, but did not see for sure what weapons Dark Elves used. I did see that you took out wands which you had listed for them on the first page. I have not yet had a chance to play this mod much less the Dark Elves. Personally playing an Elf that lives underground as the dwarves do is facinating, evil or not. Oh, will these elves be shorter in stature? I personally imagine these elves mining for True Silver / Mithril and making spears or Chisa Katana type swords. I am currently playing the Civilization Forge mod which is really neat in so many ways. He has added many neat minerals / gems / metals ect.

Can't wait to play as a Dark Elf. Oh, do you have an associated Tile set / graphics set yet? At the moment im playing a Mayday / Dorten setup that is nice for the 45 degree angles and other things as well. My only small gripe was when I tried to get the DE mod going a bit ago my DE's came out as a Letter, instead of an Elf Pic. Anyhow, over the next few days as I get time I will fiddle with getting the mod working with a graphics set / tileset and let you know what I think In Game.

Thank you!
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catoblepas

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Re: Dangerous Wilds Mod
« Reply #57 on: March 26, 2009, 11:46:16 am »

Currently the mod does not support any graphics mods, (at least that I know of), as I haven't figured out how to use them yet, but that's something that might change before the next update. Currently the dark elves wield serpentine long swords, khopeshes, glaives, flanged maces, warhammers, bladed crossbows, and wrist crossbows. They use feathermail (lorica plumata) robes and paneled breastplates for armor, and crescent bucklers and peltarions for shields, so they aren't very eastern themed at the moment. In fact, so far the only Japanese style weaponry in the mod is the kanabo, massive metal clubs that are used exclusively by the bugbears. It would be fairly easy for me to add katanas/yari/naginata into the mod, but as I currently have no eastern themed entities, they would probably only show up as artifacts from time to time, like with rapiers/sabers.
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Lord Dullard

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Re: Dangerous Wilds Mod
« Reply #58 on: March 26, 2009, 12:16:41 pm »

I'm going to give this mod a try. The idea of playing as the dark elves really appeals to me, and I'd like to see some of the new civs/beasts in the game give me a challenge.

Cheers. I'll let you know how I like the changes soon.
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diriel

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Re: Dangerous Wilds Mod
« Reply #59 on: March 26, 2009, 02:06:22 pm »

Good point about the eastern weapons. My thought was since they are "Cave" dwellers weapons that are a bit shorter for tight quarters might be in character. The Gladius as used by both the Romans and Greeks might be worth considering?
http://en.wikipedia.org/wiki/Gladius   
Oddly getting elf graphics to appear still eludes me at the moment. I will continue to poke at this :) I told my cousin about this DE mod and he got all excited, "Damn I want to play those Dark Elves!" haha. I have been working on getting a few people i know hooked on DF. Addictive game, especially with how mod-able it is. Even if i fail to get elf graphics in the next few days I Will fire these badboys up and explore the Dark Side  ;D

Gary
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