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Poll

Direforged needs ...

... a clearer manual
- 36 (12.4%)
... a more flavorful manual
- 25 (8.6%)
... expanded options for dwarves
- 27 (9.3%)
... expanded options for shyhak'ur
- 22 (7.6%)
... more adventurer-playable entities
- 27 (9.3%)
... more fortress-playable entities
- 38 (13.1%)
... more diversity in existing additions
- 33 (11.3%)
... more new creatures
- 28 (9.6%)
... more new plants
- 19 (6.5%)
... less of something that I'll maybe post
- 2 (0.7%)
... something you left out of the poll that I'll maybe post
- 6 (2.1%)
... dragon liver roast
- 28 (9.6%)

Total Members Voted: 84


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Author Topic: Direforged Original 47.0X  (Read 108615 times)

Vorthon

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #105 on: January 09, 2012, 10:20:24 am »

Hey! Recently downloaded and tryed the mod. The Lyroaka seem to favour 'overkill' as a tactic. At least a dozen ambushes on a single fort in less than a month. I went from 32 dwarves to one surprisingly happy farmer. And then the bastard went on break.

All in all, a fun mod.
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Knight Otu

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #106 on: January 09, 2012, 10:22:28 am »

Heh. Thanks. :)
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Direforged Original
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deanec64

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #107 on: January 25, 2012, 09:52:14 am »

brought 6 obsidian when I started a new fotress but can't seem to order my dwarves  to make me 3 obsidian statues under the manager or elsewhere. got any suggestions?
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Knight Otu

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #108 on: January 25, 2012, 11:28:33 am »

Go into the raws of your save, open inorganic_stone_layer.txt, find obsidian, remove the leading [ of the MAX_EDGE tag, save the file, and reload the game. You should then be able to toggle obsidian in the stone status screen and be able to make the statues. If you later want to create obsidian weapons, add the [ back. It's an unfortunate bug in DF itself.
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Direforged Original
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deanec64

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #109 on: January 25, 2012, 11:52:32 am »

thanks did that and it shows up but my problem is when I goto the manager screen and look for obsidian now it won't even show up as a thing to make a job for. maybe I'm not doing it right?
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Knight Otu

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #110 on: January 25, 2012, 12:13:41 pm »

Ah, yes, I'm pretty sure no individual stone types appear in the manager screen. Just put a obsidian stockpile next to a mason shop, and add the jobs manually to it when the obsidian is there.
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Direforged Original
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deanec64

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #111 on: January 25, 2012, 12:39:41 pm »

thanks a bunch knight otu :-) FINALLY got myself both hall of light and hall of flame :-) now to really go to town ;-)
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Knight Otu

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #112 on: January 26, 2012, 01:43:33 pm »

Glad I could help. :)
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Direforged Original
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mangulwort

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #113 on: December 13, 2012, 09:55:25 am »

I love the fey! I admit I took everything else out but the fey are cool and are perfect for stealing kids.  8) I wish there were more fey folk mods...
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Knight Otu

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #114 on: December 13, 2012, 11:28:23 am »

Thanks.

Wow, I've really neglected my mods for quite some time. Need to make some time to at least upload some current versions.
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Direforged Original
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Knight Otu

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Re: Direforged Mod v1.00 - The Chaos Age has passed.
« Reply #115 on: June 01, 2013, 11:28:52 am »

It's been quite too long without an update, but it's finally happened, even if it isn't even half as large as I'd have liked for the time. The mod now has its manual distributed with the download, and it contains all the details and the full changelog, so from now, the OP contains short descriptions of some relevant additions. The changelog for this version is as follows:

v1.1 From the Ashes
Added nine nonexistent/fanciful creatures.
Added gildengleams as a new savage/evil (for now) creature.
Added crawling scars as new underground vermin.
Added sawmill for several entities, including dwarves.
Added “halo” gem cut for aurides
Added slaughterwar master secret and wargaunt animation
Added vermancer secrets and slave spinner/spitter animation
Added wendigo curses
Added encar-specific secrets (not working as intended, commented out)
Reduced trade capacities of animals to half their stock values.
Change up for adventurer magic – dazzling light and flame arrow are replaced with flash concoction and fire concoction, added swift concoction, lungwater concoction, and concoction of earthen skin.
Added hist fig taunts for having killed aurides and wurad.

Now to continue updating the random creature scripts.
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Direforged Original
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Thuellai

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Re: Direforged Mod v1.1 - From the Ashes
« Reply #116 on: June 29, 2013, 09:38:04 pm »

Stitched this into my own, heavily modded game.  Love it and the new features.

One tip though - your entities are using [TRANSLATION:KO_DF_RACE] when your language files are just named language_RACE, so you need to fix your translation tags
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Knight Otu

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Re: Direforged Mod v1.1 - From the Ashes
« Reply #117 on: June 30, 2013, 11:13:18 am »

What's important is that the TRANSLATION tags in the entity files and language files match up. The file names aren't quite so important anymore (they do need to start with language_, but that's it). Unless it's different on Windows? I know it works on Linux, and pretty sure it works through Wine, though admittedly I haven't tested that in a while.
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Direforged Original
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Thuellai

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Re: Direforged Mod v1.1 - From the Ashes
« Reply #118 on: June 30, 2013, 06:11:46 pm »

You're right, it works fine

I gotta read these things closer.  I didn't realize you'd changed the internal title of the language.  My bad.

EDIT:  How did you get the game to recognize your new racial-specific taunts?  I have a couple custom races of my own and it could be fun to create custom taunts for them in Adventurer mode
« Last Edit: June 30, 2013, 06:14:27 pm by Thuellai »
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When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Knight Otu

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Re: Direforged Mod v1.1 - From the Ashes
« Reply #119 on: July 01, 2013, 10:10:59 am »

The kill taunts come from the SPEECH token (there's also CASTE_SPEECH and SPEECH_MALE and SPEECH_FEMALE), written as [SPEECH:file.txt]. The speech file goes into the data/speech folder rather than any raw folders.
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Direforged Original
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