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Poll

List of things to do

Add Orc tribes (Smaller than a waaaagh!) - i'm starting to work on this one
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Add chaos dwarves - modder needed
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Add Ogre Tribes - done
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..
- 0 (0%)
..
- 0 (0%)
..
- 0 (0%)

Total Members Voted: 0

Voting closed: March 31, 2012, 09:54:22 am


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Author Topic: Warhammer Fortress - a Warhammer Total Conversion - V1.4.1  (Read 112698 times)

Krantz86

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sdood i tried using your version but i found many duplicate errors in the bretonnian files, i've uploaded a fixed version of the classic one with breatonnian fixes and with chaos issues removed (i removed the broken breath attacks)
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

SDood

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sdood i tried using your version but i found many duplicate errors in the bretonnian files, i've uploaded a fixed version of the classic one with breatonnian fixes and with chaos issues removed (i removed the broken breath attacks)

Thanks Krantz.

I'll update the phoebus version for the new DF version once phoebus updates his pack.

MiguelMO

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #362 on: March 06, 2012, 02:59:00 pm »

SDood, if you're going to update the mod to the new version I'm putting here a new little update of the sprites. I've done some lizardmen, a cave troll, and more army sprites for skavens, chaos, wood elves and dark elves.

link:
http://www.mediafire.com/?o1saadjybpz56zq

An example:

Spoiler (click to show/hide)

Any kind of suggestion will be really welcomed and appreciated :)

Miguelmo
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SDood

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #363 on: March 06, 2012, 05:31:30 pm »

SDood, if you're going to update the mod to the new version I'm putting here a new little update of the sprites. I've done some lizardmen, a cave troll, and more army sprites for skavens, chaos, wood elves and dark elves.

link:
http://www.mediafire.com/?o1saadjybpz56zq

An example:

Spoiler (click to show/hide)

Any kind of suggestion will be really welcomed and appreciated :)

Miguelmo

Great work MiguelMO i really like those new military sprites, i especially like how you have started to add in a standard and a master for the military.I'll add those in and work on some updates and release a new version later in the week.

Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #364 on: March 06, 2012, 10:55:03 pm »

I have to say my love for this mod really grew, when in my most recent fortress I strike enough coal and meteroic ore to make full gromril suits for my 4 man militia. Keep up the great work guys, I love Warhammers dwarfs and I love that you guys are making playing as them a reality.

Cheers :D

edit: Just noticed the whole vein of blue I unearthed, make that enough Gromril to suit and arm 35 dwarves
Edit2: curious what is stronger a Gromril breastplate or a elaborate runic Breast plate
« Last Edit: March 06, 2012, 11:11:16 pm by Stronghammer »
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Krantz86

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #365 on: March 07, 2012, 07:20:00 am »

Elaborate runic is near 10-15% better than gromril (it should represent a 3+ Armor save in tabletop)
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #366 on: March 07, 2012, 07:25:34 am »

excellent thx
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Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #367 on: March 07, 2012, 11:29:43 am »

Could anyone with a fort big enough for sieges tell me how effective beastmen are when they come to attack you? I didn't have the time to test out if they are actually a threat or not.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #368 on: March 07, 2012, 12:41:33 pm »

To my armada of ten proficient Gromril clad axe dwarves, they were fodder, though they still receieved a few broken limbs. there was about 25 of they. However to my earlier fortresses 14 iron proficient axe dwarves the 30 beastaman siege slaughtered them. so ya i think they are effective.

Edit: My new fortress is so wealthy and has SO much gromril that my new lord has his rooms furnished with gromril statues, and doors.  :D I loves this mod
Edit: just after i post this and meet the mandate of 2 gromril maces, my lord bans the export of said maces......sigh
« Last Edit: March 07, 2012, 02:22:13 pm by Stronghammer »
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Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #369 on: March 07, 2012, 02:30:53 pm »

Going to start working on the night goblins shortly. One of the reactions I've thought about was one that creates a random stone that will turn into gas the moment it is created.  It will cause effects such as: turning the goblin into a troll, turning the goblin into a cow, massive bleeding, and some other amusing stuff.

Thanks to SDood warhammer trolls are already in the game, so only the DF goblins will have to be removed.


EDIT: quick question: why savage orcs have the [EVIL] token?

EDIT: orcs also have prone_to_rage set to 1. If you want them to rage at everything you should set it to 100

EDIT: made tuskgors to serve as livestock to evil civs:

Spoiler: body part (click to show/hide)

Spoiler: creature itself (click to show/hide)
« Last Edit: March 07, 2012, 03:42:08 pm by Deathsword »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Kraggh

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #370 on: March 08, 2012, 07:11:11 am »

Hi! I have some questions about Chaos mod:

1.- How can I use The Great Altar to practise Dark Rituals?
 I put on the Alchemy skill in one human, and he goes to the altar, but a year pass ago and he doesn´t gain any point...

2.- How can I designate the warrior I want to train to the Dark Shrine?
 That´s the info in the readme: "Best used with a manager to ensure the right person is training the right skill!"
 I don´t understand this, I go to the manager screen, but I don´t find anything relative to this.

3.- All the babys I have, has been born from two women! It,s that a bug?

4.- I was in my fortress, for 3 years ago, and I have only 16 Human Chaos, no more migrants arrived...

Thank´s a lot and sorry about my english if some parts are not writed well!
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #371 on: March 08, 2012, 07:57:09 am »

Hey Kraggh

Ill try to answer some of your questions.
2 You go into the workshop that you want to designate using Q then you hit shift P to open the workshop profile, then look for the one individual or several individuals you want to use that workshop and hit enter when their name is highlighted.
3 This is not a bug just a way the game works, women only give birth to babies if they are married, you will only have marriages occur a lot if you A) have a high population of men and women and B) have those people have a lot of spare time to become friends and then get to know each other better
4) This usually means that your home civ is dead resulting in two migrant waves and then no more, or or population limit in the init file is set really low, or you have had a lot of death which then makes migrants not want to come.

Hope that helps a bit



edit: hey I was wondering if it would be useful if I ran a statistical comparison between all the races, weapons, armours, and materials. This would make it easy to see the relative strength between everything in your mod. I just wanted to know if that may help you guys, and if it would ill post a link to it here as I am going to conduct it anyways.
« Last Edit: March 08, 2012, 08:40:11 am by Stronghammer »
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SDood

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #372 on: March 08, 2012, 01:51:15 pm »

Hey Kraggh

Ill try to answer some of your questions.
2 You go into the workshop that you want to designate using Q then you hit shift P to open the workshop profile, then look for the one individual or several individuals you want to use that workshop and hit enter when their name is highlighted.
3 This is not a bug just a way the game works, women only give birth to babies if they are married, you will only have marriages occur a lot if you A) have a high population of men and women and B) have those people have a lot of spare time to become friends and then get to know each other better
4) This usually means that your home civ is dead resulting in two migrant waves and then no more, or or population limit in the init file is set really low, or you have had a lot of death which then makes migrants not want to come.

Hope that helps a bit



edit: hey I was wondering if it would be useful if I ran a statistical comparison between all the races, weapons, armours, and materials. This would make it easy to see the relative strength between everything in your mod. I just wanted to know if that may help you guys, and if it would ill post a link to it here as I am going to conduct it anyways.

A statistical comparison sounds great Stronghammer it would be extremely helpful to help balance the mod.

Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #373 on: March 08, 2012, 02:29:31 pm »

Awesome. Would you prefer results just posted here?
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Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #374 on: March 08, 2012, 03:16:47 pm »

Since it's related to the mod, I'd say yes. A link to the post containing the statistics could be easly added to the OP.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?
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