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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 107733 times)

Nimbby

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #165 on: April 21, 2013, 03:47:40 pm »

I have a suggestion. Perhaps there should be a styles/materials split for the weapons and armor so that imperial isn't a metal, but a type of armor and weapon, and orchalcum (I bet I spelled that wrong) can only be made by orcs, but orcish style armors and weapons can be made by anyone. Sort of like this: http://skyrim.nexusmods.com/mods/2933
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Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #166 on: April 21, 2013, 04:47:47 pm »

I have a suggestion. Perhaps there should be a styles/materials split for the weapons and armor so that imperial isn't a metal, but a type of armor and weapon, and orchalcum (I bet I spelled that wrong) can only be made by orcs, but orcish style armors and weapons can be made by anyone. Sort of like this: http://skyrim.nexusmods.com/mods/2933

Calling it Imperial Steel makes perfect sense, in my opinion, Nimbby.
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Dwarf Fortress Immortality: Cask of Amontillado-ing all your dwarves.
I'm trying to figure out how creeping eyes vomit despite not having a mouth.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #167 on: April 21, 2013, 05:00:34 pm »

Sudden illness is delaying the release a bit. Currently trying to figure out why both kinds of dreugh bleed both regular blood and "(land) dreugh n/a". Am also adding a very rare and very dangerous enemy to the third cavern layer.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Nimbby

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #168 on: April 21, 2013, 08:14:55 pm »

It isn't called imperial steel in the version I downloaded, which was this morning at about 11:00 mountain time, it was just called imperial, I don't necessarily think a styles/material split is entirely necessary, but having items made of a metal called imperial doesn't seem right, imperial steel would be fine though.
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #169 on: April 21, 2013, 08:18:41 pm »

That could be pretty easily fixed like so:

[STATE_NAME:ALL_SOLID:imperial steel]
[STATE_ADJ:ALL_SOLID:imperial]

So you have imperial steel bars that make imperial swords.

Nimbby

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #170 on: April 21, 2013, 08:31:17 pm »

Alright, I'll make the fix, thanks Putnam.
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Nimbby

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #171 on: April 21, 2013, 08:48:59 pm »

I forgot to say that this mod is a work of genius, the Elder Scrolls content meshes perfectly into the Dwarf Fortress game.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #172 on: April 21, 2013, 09:03:49 pm »

That could be pretty easily fixed like so:

[STATE_NAME:ALL_SOLID:imperial steel]
[STATE_ADJ:ALL_SOLID:imperial]

So you have imperial steel bars that make imperial swords.

I am pretty sure it's already like that. In fact, I think you made it that way when you converted it to the 0.34 version.


Checked while writing this. This is indeed the case.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #173 on: April 21, 2013, 09:08:24 pm »

Hehe. Turns out I always think like I used to :P

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #174 on: April 23, 2013, 04:27:40 pm »

I'm trying to upload version 1.8.1 to DFFD, but for some reason no progress occurs when I try to do it. If this keeps up I'll upload it somewhere else until I can get it to DFFD.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #175 on: April 23, 2013, 06:21:10 pm »

Purely a display glitch; if you're on Chrome, you'll be able to see progress in the bottom left.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #176 on: April 27, 2013, 07:17:55 pm »

Version 1.8.1 uploaded.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Deon

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #177 on: April 28, 2013, 12:05:25 pm »

Glad to see you working on this! I have no time to patch my current mods and I work on Machinarium mod, so I am really happy to see you working on this mod while I cannot update my Dwemer Fortress :).

Could we have patch notes for the latest version?
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #178 on: April 30, 2013, 04:55:51 pm »

Uploaded a fix to the current version (forgot to add names to new reactions) and used dfint to change month names.

Instructions to create mages will be added to the first page (they were the main addition of 1.8.1. The other main addition is a secret (unless you look through the files, of course)).
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

PTTG??

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #179 on: May 02, 2013, 10:44:43 am »

Does anyone have a greyscale heightmap of Morrowind, perchance?
Well this is interesting. Do you want Vvardenfall... or Tamriel?
« Last Edit: May 02, 2013, 10:50:33 am by PTTG?? »
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