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hope this helps anyone interested. these mods also add clothing sizes for the mobs, exactly what i needed for my blind cave ogres being mad about being naked.
i don't know if i got lucky or the farm bug they were talking about is fixed.
my world gen is large default with increased good zone spawning 100 civs and 200 volcanoes. no other changes
I guess I will have to fix it manually
BABYSNATCHER
BIOME_SUPPORT:ANY_SAVANNA:1
BIOME_SUPPORT:ANY_SHRUBLAND:1
In addition to the more pressing OUTDOOR_FARMING.
All of these were in the citadel file.
I think it's that woodcutters, alongside miners and hunters, have a special uniform in order to get them to pick up the equipment necessary for their job. I don't know if that was the case before the steam version, and if it's new they might have just made it so that the uniform only takes battle axes. That would make it so that, while any axe weapon could be used for logging, your woodcutters will only ever try to equip battle axes. Unfortunately, there's no way to change the built in uniforms as far as I'm aware.
"There are no special axes for woodcutting; dwarves use standard battle axes. Creatures large enough to wield great axes and halberds can use them for woodcutting as well; however, due to Bug 5812, no dwarf can equip either weapon."
Did I just have bigger molmarians than the other players?
All I can think is that maybe they don't know halberds work and so won't equip them to chop but will use them if already equipped. They definitely respond to chop orders by going straight at the tree with a halberd.
The game loads your mods whenever you load a save, so updates should generally apply. You might need to delete the mod in the mods and data/installed_mods folders though, I've seen and heard a lot about issues with mods not updating unless you reinstall them.
It's super experimental, I posted it because it's still pretty solid, but there are a lot of weird quirks with making new civilizations that I'm trying to figure out. Hopefully it won't be buggy much longer.
Not sure there are no other issues give it's DF, but apparently the halberd works for Fortress mode at least.
Just for future reference, if you set LOG_MAP_REJECTS to yes in d_init.txt in Dwarf Fortress/prefs, it generates a .txt file in the main folder with the reasons for world rejection.
I've had issues with lots of rejections, but I don't think I ever saw an error message. I'll look into that, it sounds like a civ has the ability to farm trees but no trees to farm in its biome. If that is the case, it should be easy to fix.
I'll look into that, I've never heard it mentioned as an issue but it could have an impact.
Available weapons are defined by civilization, and the molemarians don't actually have the ability to craft axes. I didn't consider that weapon axes are the same as tool axes when I set that up, so I'll probably change that soon. Though if you still got axes upon embarking, it might be fine, particularly given one of the big challenges of playing a citadel is their terrible woodworking knowledge. That and the molemarian's super short lifespans are there to balance out being significantly bigger and stronger than dwarves, and the skill learning bonus I gave them. For a temporary fix, you can still buy or steal axes from other civilizations.
They have a somewhat higher threshold of wealth or population to send full on sieges, but when they do they're very nasty. They are almost 50% larger than dwarves and they know how to make steel, the best mundane metal in the game. They also bring their constructs, including the durable gabbro men, the poison gas filled iron men, and the magma men, who are so hot that any water they approach immediately explodes into steam.
Thanks! I forgot to tweak the description, whoops! I hope the trogs will trade, but if they aren't skulking the fact that they're confined to only one cave means they rarely survive worldgen, so for now it's the best solution I've got. I actually tried hard to get blendecs to transform people, but they just won't do it by any of the means the game can give. I'm still not sure what to do with some of the other species, but I'm open to suggestions if you have any.
I was on the fence about Blendec reproduction. It'd be cool if they could transform people instead of breeding normally. But since you're going with more civs I'm fine with this if Satyrs get the same treatment, as they are meant to be mirrors of each other.
Also Fire Imps would rock. Harpies too but I'm not sure how troublesome flying civs are at the moment.