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Author Topic: MixMod for 31.25 v0.9  (Read 47609 times)

gSamp108

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Re: MixMod for 31.17 v0.8
« Reply #120 on: January 25, 2011, 02:10:43 pm »

There appears to be some duplicates in the current download if your using 31.18

creature_genesis / creature_standard(WEREWOLF)
creature_genesis_beast / creature_standard(HYDRA)
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Fayrik

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Re: MixMod for 31.17 v0.8
« Reply #121 on: January 25, 2011, 11:34:33 pm »

This pack is amazing. Sdonourg, are you keeping this up to date?
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Sdonourg

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Re: MixMod for 31.17 v0.8
« Reply #122 on: January 26, 2011, 09:52:52 am »

This pack is amazing. Sdonourg, are you keeping this up to date?

Thanks, I'll update this later asap. I have almost no free time now.
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WraithLord24

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Re: MixMod for 31.17 v0.8
« Reply #123 on: February 11, 2011, 08:22:26 pm »

damn man i love this mod its puts all all most awsome things together!

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toradrow777

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Re: MixMod for 31.17 v0.8
« Reply #124 on: February 13, 2011, 09:59:02 am »

Which tileset would you recommend for this mod?
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Sdonourg

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Re: MixMod for 31.17 v0.8
« Reply #125 on: February 13, 2011, 10:36:48 am »

I can't say - I don't use any tilesets.

P.S. I think I'll update this mod, when the new version of DF will bee released.
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A Dwarven Smokeologist

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Re: MixMod for 31.17 v0.8
« Reply #126 on: March 09, 2011, 04:02:51 am »

Any one brave enough to attempt to breathe life into this mod? :D
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Sdonourg

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Re: MixMod for 31.17 v0.8
« Reply #127 on: March 09, 2011, 05:59:08 am »

There are no mods for 31.21. When they will come out I'll do the mix again.
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Jeoshua

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Re: MixMod for 31.17 v0.8
« Reply #128 on: March 09, 2011, 09:36:58 am »

I've already done this for the mods I play with in 0.31.21.  It's challenging but worth it.

Pro-tip: 0.31.21 was an exe update, mainly.  Any raw mod compatible with 0.31.20 should be completely compatible with 0.31.21.
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Sdonourg

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Re: MixMod for 31.17 v0.8
« Reply #129 on: March 09, 2011, 11:09:26 am »

Wow, maybe you can upload this, so I could update it later? That would be awesome.
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Jeoshua

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Re: MixMod for 31.17 v0.8
« Reply #130 on: March 09, 2011, 11:29:16 am »

I don't play with nearly as many mods as you, and the mods I put in aren't complete.  For example:

Genesis without Werewolves (a civ of them?), Illithids (just bleh), or Orcs (changed to Osmen).  Most of the entities are modified in such a way as to produce a more level headed society (Sylvans are still abhorred by most of the civilized races).

Some pieces of Civilization Forge, mainly the minerals (like Mithril).

Various minerals and smelting operations from different mods (too many to count and I forgot them all).

Mad Dorf guns.

And what I'm working on right now is turning Adamantium into a viable military metal that does not float.  This is untested, since I haven't gotten to the HFS yet in 0.31.21 (too much modding goin on).

edit: Also I'm thinking of incorporating the Intensifying Mod's simplified body plan.  I'm tired of legends recounting how Urist McWanderer was struck in the back right molar by Dotty Witchface.  Actually I'll probably make my own modifications, like Heads being made out of 2 eyes (to gouge), a face (to break), a jaw (to shatter), temples (to crush), and a skull (to smash).  We don't need things like lips that make you bleed out, do we?
« Last Edit: March 09, 2011, 11:35:51 am by Jeoshua »
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rephikul

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Re: MixMod for 31.17 v0.8
« Reply #131 on: March 10, 2011, 01:19:56 am »

edit: Also I'm thinking of incorporating the Intensifying Mod's simplified body plan.  I'm tired of legends recounting how Urist McWanderer was struck in the back right molar by Dotty Witchface.  Actually I'll probably make my own modifications, like Heads being made out of 2 eyes (to gouge), a face (to break), a jaw (to shatter), temples (to crush), and a skull (to smash).  We don't need things like lips that make you bleed out, do we?
have fun making modifications to the many creatures you have. For the lips thing you can change the details so it is bony or the like (i.e. no vascular) Eyes can already be easily gouged out, just grab head with a hand and there'd be such option for wrestling. As for the simplication of body parts, aside from what I have already done, I suggest doing these following which should also increase fps which is very nice for bloated mods:
+ remove wound infection and remove pus material from all creatures
+ expand the centralzed creature material system and apply it to all creatures, eliminating a great deal of organic materials in the process.
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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.

Jeoshua

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Re: MixMod for 31.17 v0.8
« Reply #132 on: March 10, 2011, 09:26:10 am »

That's the biggest reason I want to simplify the bodies: Not because of FPS (which I see as a nice side effect), but for simplification of combat.  Some of the stuff that this game generates just seems absurd to me (like the aforementioned being grabbed by molars or aimed shots to the 3rd right caudal rib's cartilage connection to the spine).
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I like fortresses because they are still underground.

Asra

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Re: MixMod for 31.17 v0.8
« Reply #133 on: May 16, 2011, 11:13:49 pm »

I love the concept of this mod. Back on 40d this was incredibly fun, especially in adventure mode. It must be obscenely difficult to keep it up to date lately though with all the updates.
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Spish

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Re: MixMod for 31.17 v0.8
« Reply #134 on: May 17, 2011, 12:04:11 am »

I've noticed that due to the current version of DF, all the Fun carnivorous civilizations are suffering from Kobold syndrome (ie. starving to the point of extinction within 4 years of worldgen). Shame too, because otherwise I'm enjoying the hell out of this.

If there are any plans to continue this, I wouldn't mind helping out with the updating and whatnot.
« Last Edit: May 17, 2011, 01:37:33 am by Spish »
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