Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 9

Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 49258 times)

gumball135

  • Bay Watcher
  • [ROBOTS]
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #30 on: January 21, 2010, 05:20:59 pm »

I'm going to try this mod out after school tomorrow just because you have a nice, well laid out description. And I love TES :P
Logged
You could start a zoo and end up with a natural history museum, I'm sure no one would mind.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #31 on: January 22, 2010, 11:51:21 am »

Thank you, I like structured lists to provide the users with info about a product they're going to use. I like clear descriptions for mods and tools too, because sometimes I find it satisfying just to read descriptions of some mods, and definitely it makes the understanding of the contents much easier.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Keita

  • Bay Watcher
  • Easily Confused
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #32 on: January 23, 2010, 06:03:15 am »

OK, sorry for such a long wait. Haven & Hearth started working on my laptop.

I've only started but the graphics are exquisite. The numbers,letters and symbols have a very clean, minimalist view to them, they don't jump out of the screen and demand your attention. The graphics for races and animals are very detailed and I know exactly what I'm looking at.

Hopefully later I'll come back with something about the game mechanics.
Logged
Gravity is a government conspiracy to keep us down

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #33 on: January 23, 2010, 06:13:20 am »

Looking at the Community Fort, orcs need [NOFEAR] and probably some damblock. They run too fast when you kill half of them. Also I think that another hostile race would be good too. Mostly because I like combat :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Supercharazad

  • Bay Watcher
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
« Reply #34 on: January 23, 2010, 11:37:52 am »

Khajiit?! What? They are not Chimer, where did you get it? They are a native beast race for some provinces, as argonians are natives of swamps.
Also, orcs being close to chimer?? I've never heard about it, it's not Tolkien, but I am gonna check anyway.

Jeremy: I agree that they'd be OK with woodcutting, but during worldgen dwemer and imperials chop down such huge territories that they bascally turn Bosmer treehomes into steppe homes... I guess that'd piss them off :). And I didn't want to take out the mechanics of treequota completely, and Bosmer suited well for this purpose.


If I remember correctly, anything with the -mer suffix is an elf, the proper name for an orc is the "orsimer"
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #35 on: January 23, 2010, 11:45:01 am »

Yeah I've figured it out already:
Thank you. Orsimer they are then :D. Anyway, I forgot to add that if anyone experienced a crash upon embark it's fixed for the next version. There should be any plant with leaves, even a placeholder plant, for the game to know that everything is allright. I knew it thanks to a "quarry bush" thread and it's easy to fix.

Still, thanks for the attention :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Im_Sparks

  • Bay Watcher
  • Half man. Half machine. All messiah.
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #36 on: January 23, 2010, 09:41:33 pm »

'Scuse me, sir.

But what exactly are harpoons and what are they used for?
I have ~20 fish bone 'poons lying around my fort and want to know if they're a replacement ballista ammo or what?
Logged
Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

Eagle0600

  • Bay Watcher
  • Highly Confused
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #37 on: January 23, 2010, 10:15:08 pm »

You could always check the raws. They tend to make it pretty obvious.
Logged
GENERATION 21:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Im_Sparks

  • Bay Watcher
  • Half man. Half machine. All messiah.
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #38 on: January 23, 2010, 10:30:11 pm »

You could always check the raws. They tend to make it pretty obvious.

They're used as some sort of gigantic, heavy crossbow ammo.

Kinky.
Logged
Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #39 on: January 23, 2010, 11:24:41 pm »

They are for Arbalests. Those dwemer-only xbows. Also you can produce normal bolts to use looted crossbows and bows (both are in xbow category so you can use them both). They also have a very high stick chance, it's especially useful for adventure mode when you want to retrieve your ammo back.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Roundabout Lout

  • Bay Watcher
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #40 on: January 26, 2010, 06:22:58 pm »

I love it!

I embarked next to a river and laughed as mudcrabs chased everyone away from the wagon, haha.
And the reclaim party all drowned when they wanted to pick a fight with the slaughterfish XD

Good work on the mod+graphics, I hope this will be re-done shortly after the next release. Gotta go gen a proper world and all.
Logged

Eagle0600

  • Bay Watcher
  • Highly Confused
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #41 on: January 27, 2010, 03:49:20 am »

Damn slaughter-fish. I hate them from two separate games. And now, apparently, a third.
Logged
GENERATION 21:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

Roundabout Lout

  • Bay Watcher
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #42 on: January 27, 2010, 06:19:47 pm »

Well. Orcs invaded and took the fort. Went to do a reclaim only to find the orcs are now friendlies!!!
For all I know though, the same thing could have gone for goblins in vanilla, I don't have much reclaim experience
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #43 on: January 27, 2010, 07:47:51 pm »

Wrong diplo mechanics for now :). You'll see, with the first orc ambush they should become angry and hostile again. Aggro system right now in DF has a lot of bugs (funny and not too funny).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Riversand

  • Bay Watcher
  • Gem-Tastic!
    • View Profile
Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #44 on: January 31, 2010, 09:55:24 pm »

excuse me, but looking through the plants in your mod, I did not see any moonsugar... which should be able to be made into skooma, or eaten raw.
Logged
This is Dwarf Fortress! If we can chuck magma at innocent wildlife, we can do ANYTHING!

It was at this point that I realised that dwarves are actually the essence of chaos. What else can make perpetual motion machines, recursive statues with more building materials than the average tower and has such a short attention span that a damn fine chair can off-set the death of their entire family.
Pages: 1 2 [3] 4 5 ... 9