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Author Topic: Dungeons and Dorfs Mod v0.3:Primal Races  (Read 2354 times)

Katsuun

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Re: Dungeons and Dorfs Mod v0.2:Primal Races
« Reply #15 on: April 07, 2009, 10:23:01 am »

"Shrug" Ask the maker of Dangerous Wilds. Most likely thing in that case is a bit of code got copied, nullifying a monster somewhere and making something redundant, causing <meat> appear. I know, its happened to me before.
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Heron TSG

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Re: Dungeons and Dorfs Mod v0.2:Primal Races
« Reply #16 on: April 07, 2009, 08:47:48 pm »

woohoo! useless stone turns into useless metal!

maybe with an alloy of olivine, kaolinite, orthoclase, and microcline bars, you could form some kind of ridiculously valuable trinket metal.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Katsuun

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Re: Dungeons and Dorfs Mod v0.2:Primal Races
« Reply #17 on: April 08, 2009, 08:18:55 am »

Oh, trust me. By the time my next upgrade comes, your going to want one of those"useless" stones on hand...
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Katsuun

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Re: Dungeons and Dorfs Mod v0.2:Primal Races
« Reply #18 on: April 16, 2009, 04:11:14 pm »

More minor updates:

v0.3:-Gave Metallic Dragons weapons.
-Minor tweaks to some entity and creature files.
-Orcs and Duregar will now attack earlier, as they were meant to.

Logged
Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.
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