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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 83288 times)

DarthBoogalo

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Re: The Vilous Mod V2.3 (34.07) less crashes!
« Reply #270 on: April 12, 2012, 08:37:41 pm »

I don't even want to try adding agudner into the mix.
Good lord all of those castes, I wish you luck if/when you decide to go for it.
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Eric Blank

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Re: The Vilous Mod V2.3 (34.07) less crashes!
« Reply #271 on: April 12, 2012, 08:44:16 pm »

Don't worry, I will only become a !!dorf!! if I fail to remain organized and meticulous :D

Also, Darklord, you may want to note that you left the Enoca's child name as "young southern sergal(s)" and their babyname as "enoca child"

      [GENERAL_BABY_NAME:enoca tadpole:enoca tadpoles]
      [BABYNAME:enoca child:enoca child]
      [CHILD:2]
      [GENERAL_CHILD_NAME:young southern sergal:young southern sergals]
      [CHILDNAME:young southern sergal:young southern sergals]

And in their decription you should probably change "varietys" to "varieties" to avoid !!spelling devil!! invasions, end the sentence after "ocean" and begin a new sentence with "That."
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #272 on: April 14, 2012, 01:08:59 am »

decided to post the correction, 2.3.1 no need to update unless you want the spelling fixes. the next df version I'll need to look and see how minecarts work though.
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Form walking potato man out of corpse. Absorb anyone else in the house.
We have a successful derail.
The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #273 on: April 14, 2012, 05:44:51 pm »

Sergals riding down minecarts, slashing swords at invaders.
Fun Fun Fun!  :)
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Eric Blank

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #274 on: April 14, 2012, 09:47:48 pm »

Nevrean aerial bombardment platoons? :P

Been too busy to screw with the raws. Meh. :-\
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #275 on: April 14, 2012, 11:39:23 pm »

Agudner Entity Changes! Just paste this over the old entity.
*Removed Dungeon Master
*Renamed Hammerer to Executioner, made them use the axe skill.

Spoiler (click to show/hide)
MAY have some leftovers from merging it into Chocolate Mod, I removed what I noticed, though!
With how carts seem to work, I wouldn't be surprised if someone makes it so minecarts explode into a syndrome gas upon hitting something, so launching minecart bombs may very well be possible in the future!
Gonna look at nevrean nobles next, I'm not sure if it's possible to make an executioner noble use a ranged weapon, that'd be rad. :P
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DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #276 on: April 15, 2012, 12:16:59 am »

Nevrean Entity!!!1
*Removed the 'Warden', a renamed dungeon master, since vanilla DF doesn't have a DM anymore.
*Renamed Bookkeeper to Archivist.
*Renamed Administerer of Medicine to Chief Medical Officer.
*Renamed 'corperation' to 'corporation', the land name when you gain a magnate[duke].
*Renamed champion to constable.. !
*Changed 'militia-dwarfs' under militia captains and officers to 'militiamen'
*Removed [SUBTERRANEAN_CLOTHING]
Spoiler (click to show/hide)
Talyxians next, sorry for all the posts, there's a character limit I don't want to push.  :-X
« Last Edit: April 15, 2012, 12:20:41 am by DarthBoogalo »
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DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #277 on: April 15, 2012, 12:29:47 am »

Talyxians!
:3 < Renamed militia-dwarves to militiacats
:3 < Removed DM, again.
:3 < Renamed chieftan back to Mayor, not sure if this is only a change I made for my personal mod, though.
:3 < Dunno what to do with Talyxian nobles, really.

Spoiler (click to show/hide)
And now, sleep.
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Eric Blank

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #278 on: April 15, 2012, 01:23:29 am »

That's a lot of updates!

How is talyxian society portrayed in the books or whatever?

Welding together the different species will occur in the morning before class. Demands some degree of an attention span, which I lack currently :P
« Last Edit: April 15, 2012, 12:07:37 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Eric Blank

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #279 on: April 15, 2012, 12:07:47 pm »

Wait, why do talyxians have [LIGHT_GEN]? Is that supposed to be there? Do they actually generate light? :o

ok, I'm uploading the file to the DFFD, because it's 19kb over the forum post limit. Stand by...

Here you go.

Note the file description. No actual testing was done besides ensuring that they wouldn't cause crashes or extraneous error messages in the errorlog. The attacks seem to be working just fine though.

Also, no entity provided. No idea where to start.
« Last Edit: April 15, 2012, 01:13:25 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #280 on: April 15, 2012, 01:13:24 pm »

talyxian have light gen for night vision as a work around ( thought I'm not sure if it even works x.x ).

Also we don't get to even see many talyxians besides how Roy acts in the green chapter and what rain says about them in the red chapter about how they refuse to join the empire. Also the red chapter is the only one translated (link on the wiki page ) It's a bugger to read the other two chapters because they only exist on way back machine in a forced google translate.

http://goldring.wikia.com/wiki/Green_Chapter
http://goldring.wikia.com/wiki/Red_Chapter
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Form walking potato man out of corpse. Absorb anyone else in the house.
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The Vilous Mod - Jingle berries!

Eric Blank

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #281 on: April 15, 2012, 01:17:02 pm »

Hmm... Tot test light gen A world will have to be genned. I'll try that and see if there's another solution if [LIGHT_GEN] doesn't work.

Oh, and I had a thought for the entity definitions just now;

Why not just add [CREATURE:VILOUS_ALL_RACES] to each of the other entity definitions? Such that there's a 50/50 chance that a civ of that entity will use that creature definition. It would be buggy and ill-optimized, but it's not unreasonable.

edit;

I will test it in generating the world and report all of the bugs I come across!

Double edit;

Also, the combined races file doesn't include the zess, since they seemed like they aren't supposed to appear normally.

triple edit; Light gen, extravision, and view range all don't seem to have any effect whatsoever. I question whether they are even in a functional state or whether visibility is hardcoded. I'm out of ideas.
« Last Edit: April 15, 2012, 02:09:42 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #282 on: April 15, 2012, 08:56:15 pm »

I was originally intending to add Zess as a rarely spawning caste, actually.
Apparently Genesis' obsidian dwarfs can see in the dark with LIGHT_GEN, but I never really noticed anything like that playing as one.
Then again, I haven't played Genesis in forever, so.. yeah!
May as well remove the LIGHT_GEN tag, until we can get a proper nightvision thing, unless I'm being a dummy-dum and we CAN do that.

Excellent raws, Eric! I look forward to having interbreeding cesspools, and will keep a lookout for bugs besides the already stated and unfixable.

e: The Sergal[Both North and South] Prime Minister noble shouldn't be uppercased in the raws, always thought something was up with the spelling but I could never put my finger on it until now!!
prime minister - prime ministers
« Last Edit: April 16, 2012, 08:33:45 am by DarthBoogalo »
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DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #283 on: April 16, 2012, 03:14:37 pm »


Wha-


Oh okay good job pushing that child into a river and letting him drown now get back to building that tower

PS. Mudcrafters Workshop is the best workshop holy crap why haven't I been using this earlier.
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darklord92

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #284 on: April 16, 2012, 03:39:58 pm »

I'm actually not sure what caused that bug o.o;  i know it started appearing around 2.0
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We have a successful derail.
The Vilous Mod - Jingle berries!
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