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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429743 times)

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1875 on: February 07, 2011, 02:30:56 pm »

not that I know of, but:
you can make an adventure mode reation that turns something into a special thing, as in a *steel sword* turns into a *sword of DOOM*
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just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1876 on: February 07, 2011, 04:07:38 pm »

wHAT DOES ARMOR LEVEL DO ?
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1877 on: February 07, 2011, 04:24:09 pm »

NVM i fiqured it out, but I have another question can you make a ranged weapon  one handed so you can dual weild and use both
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vaaern

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1878 on: February 07, 2011, 04:43:04 pm »

not that I know of, but:
you can make an adventure mode reation that turns something into a special thing, as in a *steel sword* turns into a *sword of DOOM*

Could try that! thanks!
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Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1879 on: February 07, 2011, 08:03:24 pm »

NVM i fiqured it out, but I have another question can you make a ranged weapon  one handed so you can dual weild and use both

I was told you can't dual wield anything, not even swords.
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Giant badgers are cruel saddistic balls of fur and hate. Did anyone know they could paint a wall with a single dwarven baby?.... You know what, I made the Giant badgers sound like sane DF players.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1880 on: February 07, 2011, 08:41:14 pm »

NVM i fiqured it out, but I have another question can you make a ranged weapon  one handed so you can dual weild and use both
you cant wield more then one weapon.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1881 on: February 07, 2011, 08:46:26 pm »

but you can wield multiple shields....
have fun...
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1882 on: February 07, 2011, 09:04:17 pm »

Curses oh well
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Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1883 on: February 07, 2011, 09:06:37 pm »

Curses oh well
Spoiler (click to show/hide)
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1884 on: February 08, 2011, 04:08:41 am »

21 steel clad dwarves vs 21 steel clad dwarves with an axe. The 21 bare handed dwarves won with 16 surviving  ::) Can someone explain the phenomenon?
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1885 on: February 08, 2011, 08:22:04 am »

21 steel clad dwarves vs 21 steel clad dwarves with an axe. The 21 bare handed dwarves won with 16 surviving  ::) Can someone explain the phenomenon?
they either:
  • Were wrestled out of their hands
  • Rang off the armor
or both.
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My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1886 on: February 08, 2011, 08:24:34 am »

Axes could be not sharp enough to pierce the armor effectively, however melee punches go through anything with proper dedication :).
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adwarf

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1887 on: February 08, 2011, 04:30:01 pm »

Ok how do I get the elves dwarves and humans to stop genning because I made races I want to use instead
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Scaraban

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1888 on: February 08, 2011, 04:39:55 pm »

Destroy their RAWs
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1889 on: February 08, 2011, 04:40:26 pm »

Easiest way is to just delete their entries out of the entity_default file.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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