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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 107682 times)

Knight Otu

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #75 on: July 26, 2011, 08:57:35 am »

You should have the option to Make Quecameda Wafers in your smelters.
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #76 on: July 26, 2011, 02:07:25 pm »

looked and looked for that option and no luck. just checked smelter_reaction and nothing in there. everything else is listed but nothing there :-( and won't give me the option for it.
« Last Edit: July 26, 2011, 02:12:18 pm by deanec64 »
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Knight Otu

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #77 on: July 26, 2011, 04:20:36 pm »

Odd. The reaction should be in reaction_direforged (not in reaction_smelter), and in entity_default, you should have a line with [PERMITTED_REACTION:KO_DF_QUECAMEDA_WAFERS].
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #78 on: July 26, 2011, 04:24:10 pm »

huh. ok weird entity_default has no permits for that. reinstall direforge? (my bad for the name,misspelled)
« Last Edit: July 26, 2011, 04:25:42 pm by deanec64 »
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Knight Otu

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #79 on: July 26, 2011, 04:36:32 pm »

If everything else is in order with the additions to the dwarven entity, chances are that I missed that permission line, so a reinstall wouldn't help. I don't remember missing the line, and it is in my development files, so that's a bit odd, but that happens. I'd just add the line to the entity_default so it's there for the next world, and for the ongoing world, and change a reaction I don't need for the quecameda.
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #80 on: July 26, 2011, 04:38:42 pm »

I'll check direforged archive and see if entity_default has that permit line just incase. might have not rewritten it over and it saved the old 1. if archived file doesn't have it I'll write back :-)


verified YOUR file vs OLD was a mismatch. just gonna rewrite that file ;-)
« Last Edit: July 26, 2011, 04:40:13 pm by deanec64 »
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #81 on: July 27, 2011, 06:43:17 am »

thanks for help Knight onu :-)
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Knight Otu

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #82 on: July 27, 2011, 12:38:28 pm »

Glad if I can help.
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #83 on: August 01, 2011, 08:27:59 pm »

just a curios question are aurides like dwarves/elves in terms of adventure mode? namely small armor only?
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Knight Otu

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #84 on: August 02, 2011, 04:42:48 am »

No, aurides are human-sized.
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #85 on: August 02, 2011, 06:40:05 am »

hmm thats weird. tried putting on large armor and never did fit. still thanks :-) (unfortunately my latest adventurer went in a blaze of glory fighting a cheiftess that was very lucky.)
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Knight Otu

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #86 on: August 02, 2011, 12:00:28 pm »

Large and small in armors only refers to whether the armor in question is large for your adventurer (or your fortress). It's not an absolute value. So if you got the armor from, say, an encar, it would be large because some encar castes are larger than humans.
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #87 on: August 03, 2011, 11:46:26 am »

loving the adventurer stuff here btw :-) lots more stuff to make VS the normal. 1 quick question if I raise herbalism to max will I always get reeds?
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Knight Otu

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #88 on: August 03, 2011, 12:40:37 pm »

Nope, we can't currently make yield depend on skill in reactions.
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deanec64

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Re: Direforged Mod v0.75 (Feedback for incomplete manual wanted)
« Reply #89 on: August 03, 2011, 02:44:01 pm »

:-( thats sad.
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