Ha, I am not here for one day, and the replies just pile up
To answer everyone:
@stronghammer: Hellfireturret uses dragonfirebreath. It works extremly well against everything, except fireimmune_super creatures, like actual dragons. The problem is that it will burn your own units, your buildings and your gear as well.
@admiral awesome: I did not knew about linux and the graphics. Thanks. By standarizing you mean that they are all lower-case ? It seems that you have done so already for your version, could you sent them to me ? I havent changed anything in the graphics yet.
@nukularpower: I got straight lines in adv. world gen, but NEVER a magma lake/molten rock layer that high. I will do some more testing, but it would be great if anyone else could report that bug...
@zach123b: I am not quite sure what you are asking for... you can add and remove races with my program. The next version should enable you to select them one by one, out of over 20 races.
@mitchewawa: Thanks for the spelling error find. I made golems slow so that they cant follow escaping units, and are really bad at hunting and pursuits. I did not know that the speed also affects the fighting speed. Another reason for that behavior could have been that a zombie wrestler had the golem in an armlock...
The Prophet of Armok should get some special abilities, but since he is unfinished I made him appointable by the player. If you dont like the mandates, dont appoint one.
@se5a: Zombie bites have about a 50% chance of infection, and most of them should not be deadly. About 1 in 8 should kill. And they cant bite through metal armor, at least they shouldnt... but yeah, I brainfarted a bit at the design. I wanted a race that drops no loot and no clutter. So I have melee only fighters, but because they cant bleed to death, crossbow dwarves are useless against them. I will nerf them for the next release.
@jiri petru: Dont you stare lustfully at the zombie ladies in the morgue
But thanks for the suggestions, I will test them out. And yes, it does include the ironworks.
@broseidon: It is done when it is done. But sooner then 14 years, no worries.
@vondrak: I dont think that this is possible... if you want walls of the same color, build them out of the same material.
@se5a (again): Nope. zombie extract works on injection. Thats why the blood does not transmit, only the bite... The combat log should show: Injects ghoul saliva. But I was wondering about the hurt feet as well, I got 2 migrants with those. I was playing on a glacier, and they arrived without shoes... maybe frostbite ?
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And now finally, what I came here to write
Bad news... I did some work on the mod, and then did testing, with different tilesets. Of course the settings program just takes the UNCHANGED tileset raws and copies them over my new, modded ones. Everything I did in the last 2 days is pretty much gone, or mixed with unchanged raws. Total chaos. I am back to V.0.8 -.-
Because of this I started cleaning up my damn folders. I had +20.000 files and 2gb of stuff, just for this mod. Now it is down to 12.000 files and 700mb. I have to write the VB-program, then test this, alter the raws so that the VB program finds the right lines, test again, and any raws I mod I have to do 4 times, for every tileset. I have 4 copies of everything; the Current-, the Modding-, the Testing- and the Backup-Versions... plus 4 vanilla DF Versions, for each tileset, to compare the changes. I hope you understand if I take a small break.
I will read and post in here, note all the bugs, and might upload a bugfix for V.0.8 But it will take quite a while till I upload a V.0.9 The first thing I have to do is rescue what I can from the raws that have not been replaced, and then test what works and what does not. The main problem with testing is that there are so many different options. In the new GUI I am working on there are over 100 ON-OFF settings. This makes over 5000 combinations possible, for each tileset. 5000*4=20.000 combinations in total. I test only two of those, All Settings:ON and All Settings:OFF. For one tileset.
My modding routine will look like this: I will mod only one tileset, and when I am done with V.0.9 I will use winmerge and beyond-compare (two new programs I found, that will help me changing the raws to other tilesets) to add Ascii, Ascii+, Mayday and Ironhand. Modding will be continued, like before, on a Phoebus 31.25.v23 version.
Other things regarding the mod: I will change the metal upgrades. Currently there are way too many. I will just allow upgrades for steel, and put it all in one building, the Steel Refinery. No one with access to magma will equip his soldiers with copper or bronze...
I would also like to add special items dropped by megabeasts, that allow to create a single, very powerful item. Same goes for custom demons that I will to add to hell.
Fake-edit: I think I have found a solution for my problem. I dont have much time right know, but I would like to offer a bugfix. Almost 200 people have downloaded the mod in the last two days and quite a few things are not working like they should. I opened a seperate thread and made a list with all the known bugs. Maybe a community effort will help, where I alone cant make much progress. Thread:
http://www.bay12forums.com/smf/index.php?topic=99299.0To explain my situation a bit: I am a traveller, I have little influence over when and how long I do have internet. Whilte staying in major cities like Bogota or Quito, in hostels with Wifi, it is easy... next on the list for me is the ecuadorian coastline, little villages on the beach. I dont know about internet there
I will work on this, no worries, just so you dont wonder when I am not online for a day or two. Or three
Thanks for the feedback, as always. You guys are a great motivation to keep going