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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 83283 times)

darklord92

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Re: The Vilous Mod V2.7 - bluh bluh bluh gedit hates me
« Reply #330 on: July 20, 2012, 05:11:13 pm »

things have been a bit chaotic around the home recently and i've had less time to work on this than i had hoped,i still aim to have a release shortly after the next df version however.
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The Vilous Mod - Jingle berries!

Eric Blank

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Re: The Vilous Mod V2.7 - bluh bluh bluh gedit hates me
« Reply #331 on: July 21, 2012, 04:06:47 pm »

Sounds good!

Also, another suggestion: Change the Zess description to this:
"A black-skinned cave dwelling creature. They are a form of undeath or reincarnated being and have a superficial resemblance to their original bodies. It is possible to become one, if you're so willing."

The original description doesn't provide much info, and actually doesn't make a whole lot of sense...
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darklord92

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Re: The Vilous Mod V2.8 minor updates :D
« Reply #332 on: August 05, 2012, 04:59:53 am »

updated to 2.8

taly and enoca grafics, and speed tweens

dwarfs are 900 in vanilla
sergal north 850
sergal south 800
sergal feral  700
talyxian       800
agunder       950
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Old Bones

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Re: The Vilous Mod V2.8 minor updates :D
« Reply #333 on: September 02, 2012, 12:37:18 pm »

Fantastic mod! I hope to see more development in the future.
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darklord92

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Re: The Vilous Mod V2.8 minor updates :D
« Reply #334 on: September 02, 2012, 05:05:58 pm »

I'm mostly waiting til the next update so i can really clean it up and get the mod ready for all the new features (foot prints and such ) that are going to need to go into all of the creatures. it's going ot be a rather large change so it will take time.
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Eric Blank

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Re: The Vilous Mod V2.8 minor updates :D
« Reply #335 on: September 02, 2012, 09:09:31 pm »

In the meantime, consider removing or renaming the sergals' halberd entry; the game already has a "halberd" weapon, which should work just fine for your sergals.
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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 V2.8 minor updates :D
« Reply #336 on: September 02, 2012, 09:32:37 pm »

actually it might be best to start the clean up now, most of the creatures need a rewrite and clean out after all.
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darklord92

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Re: The Vilous Mod V2.9 - raw nuking!
« Reply #337 on: September 03, 2012, 01:06:20 pm »

2.9 is up, the great raw nuke of 2012 has begun, probably will end at 3.0 as a lot of new features are going to need to go in than due to the df update.
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DarthBoogalo

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Re: The Vilous Mod V2.9 - raw nuking!
« Reply #338 on: September 04, 2012, 10:24:10 pm »

Wheeeeeeeee!!

Any plans for new additions to this at the moment? I may try bashing my head into the nearest piece of furniture until I think of something to flesh out the not-sergal races more, I mean, they've got all those cool modded description thingies, and stuff! I suddenly feel like giving everyone eyepatches and making them go 'ARR' before combat for some reason.
« Last Edit: September 04, 2012, 10:27:39 pm by DarthBoogalo »
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Eric Blank

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Re: The Vilous Mod V2.9 - raw nuking!
« Reply #339 on: September 05, 2012, 02:43:33 am »

Pirates everywhere? Sounds fun!

One suggestion; the Zess could be given alternate castes specifically resembling other races (Sergals, Nevreans, Dwarves etc...) and have a similarly divided transformation interaction such that a female dwarf always turns into a female dwarf-zess or whatever. It's possible, and would be pretty awesome, but damn that'd be a chore.
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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 V2.9 - raw nuking!
« Reply #340 on: September 13, 2012, 07:08:30 pm »

Well i did decide to rewrite the nevrean entity file, as well as add the screw press to other entitys because they were missing it( no beekeeping )

also i found this in one of micks gallerys so possibly a new weapon for northerns

http://www.pixiv.net/member_illust.php?mode=medium&illust_id=6532945


EDIT:

Also, I think I've had enough with some of the excessive language in the translation file. There's probably going to be no more "impervious square anuses" as squad names from here on.
« Last Edit: September 13, 2012, 09:53:17 pm by darklord92 »
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darklord92

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Re: The Vilous Mod V2.9B - Includes giant chicke--er Nevreans!
« Reply #341 on: September 13, 2012, 10:20:06 pm »

Updated to 2.9B includes entity fixes as well as changes to the nevrean race!
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darklord92

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Re: The Vilous Mod V2.9Bfix - Feathers everywhere!
« Reply #342 on: September 14, 2012, 12:18:55 pm »

2.9Bfix    i accidentally borked the nevrean military, there using a clone of the dwarf military right now with some smaller edits such as maximum soldiers etc.
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Eric Blank

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Re: The Vilous Mod V2.9 - raw nuking!
« Reply #343 on: September 17, 2012, 10:15:00 pm »

Also, I think I've had enough with some of the excessive language in the translation file. There's probably going to be no more "impervious square anuses" as squad names from here on.

I'd been having that same problem with it. Turns out I forgot to remake and use the symbol. I went and put another one together:

Spoiler (click to show/hide)

If that's used in conjuntion with [CULL_SYMBOL:ALL:UNTOWARD] in the entity files, they'll stop using them in names. I thought it was the wierdest thing for a while...
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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 V2.9Bfix - Feathers everywhere!
« Reply #344 on: September 18, 2012, 09:12:06 am »

I ended up plain old removing them however. I don't believe they really had a place in the mod to begin with, they were more a left over from the language file generator I had used (which had been based off of the old df language files, "tower of rapes" anyone?)
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The Vilous Mod - Jingle berries!
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