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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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..
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..
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..
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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 112686 times)

Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #435 on: April 04, 2012, 09:04:43 pm »

oh just found an error in the night goblin entity the alch experiment has permitted "RACTION"
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Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #436 on: April 04, 2012, 09:10:52 pm »

Ok. That's it. I'm not modding late at night anymore. Going to fix this now before I forget.

EDIT: here

Bigger noses, no double [EQUIPS], slave-related wars in world gen (possibly), reaction related token fix.
« Last Edit: April 04, 2012, 09:16:46 pm by Deathsword »
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #437 on: April 04, 2012, 09:35:00 pm »

oh and i will resume my testing once the storm of work from school subsides
and just wondering, i cant seem to be able to get night goblins to live on so far 18 worlds. i looked in legends and they are not even being placed. for the install i just extracted the night goblin files to my warhammer raw objects folder and then allowed it to replace the existing files. i checked the error log and the only thing there is about some of their face tissues. please let me know what i am doing wrong.
« Last Edit: April 04, 2012, 09:45:59 pm by Stronghammer »
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Pokon

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #438 on: April 04, 2012, 10:17:59 pm »

Hmm, going by the latest new set of modals it seems Griffons might need to be a mite bit bigger. :P
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #439 on: April 05, 2012, 07:11:48 am »

oh by the way the new gobbos need to have the pick as a DIGGER item currently its just listed as a weapon. And i also figured out why on mine they were not being placed, its because there is sooooooo many races competing for the MOUNTAIN biome that it simple doesnt get placed. anyways im liking them so far
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Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #440 on: April 05, 2012, 09:42:09 am »

Have you tried genning a large world with high civ cap?
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #441 on: April 05, 2012, 01:06:35 pm »

yup
 and oh man do they fight well everything they encounter they just go RAGE and kill it
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Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #442 on: April 05, 2012, 08:21:04 pm »

yup
 and oh man do they fight well everything they encounter they just go RAGE and kill it
Are you talking about the fanatics? The regular ones don't have the tokens to rage.
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Krantz86

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #443 on: April 06, 2012, 02:06:03 am »

damn, those connection issues... anyway here the first metal:
Spoiler (click to show/hide)

if you want to start using it just add this to Inorganic_metal_COMMON.txt

EDIT: *the dwarf inside me eye suspiciously to the goblin posts*
         ..tsk... grobi..

EDIT: fixed an issue (i think)
« Last Edit: April 06, 2012, 12:57:30 pm by Krantz86 »
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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 #444 on: April 06, 2012, 09:34:47 am »

what now there is mooooore gold????? back to the dwarfs i go. and yes the fanatics
 
would it be possible to get a Hammerer sub race for the dwarfs (like how the runesmith is)
« Last Edit: April 06, 2012, 09:36:54 am by Stronghammer »
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Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #445 on: April 06, 2012, 10:40:39 am »

Won't the two inorganics having the same name ("INORGANIC:SEA_GOLD") cause the doubled-raws bug?
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Black_Legion

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #446 on: April 06, 2012, 10:43:57 am »

Won't the two inorganics having the same name ("INORGANIC:SEA_GOLD") cause the doubled-raws bug?

Yes it will. I just had a hilarious embark as wagon wood men when I had two versions of COLD IRON i was testing for a little mod. Just as a 2 or something to the end to fix.
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Krantz86

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #447 on: April 06, 2012, 12:54:59 pm »

Won't the two inorganics having the same name ("INORGANIC:SEA_GOLD") cause the doubled-raws bug?

Yes it will. I just had a hilarious embark as wagon wood men when I had two versions of COLD IRON i was testing for a little mod. Just as a 2 or something to the end to fix.

GWAAARGH!!!!
change
[INORGANIC:SEA_GOLD] // SOIL ADDON
into
[INORGANIC:SEA_ORE] // SOIL ADDON

again 3 tries to get a post working
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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.

Teneb

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #448 on: April 06, 2012, 01:01:14 pm »

Does anyone have any suggestions for goblin reactions? My imagination is a bit slow today.

EDIT: I guess I should have mentioned it in the readme, but beastmen executioners use axes and their goblin counterparts use maces.
« Last Edit: April 06, 2012, 01:05:41 pm by Deathsword »
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Stronghammer

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Re: Warhammer Fortress - a Warhammer Total Coversion - V1.3.2
« Reply #449 on: April 07, 2012, 02:57:30 pm »

I have to say I am beyond excited about the soon to come minecarts that toady is working on. I can already imagine a great railways under ground with dwarfs going here and there hauling ore, metal, coal and goods. The only thing tempering my excitement is the knowledge of the amount of time it takes to get these kinds of updates, but still :D !!!!!!!!
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