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The mod author is dealing with homelessness currently, and will continue to work on mods as life permits.
Without adventure mode it's not straightforward to get a codex with the secrets. There is a script for spawning slabs from atomic chicken and a script for spawning tomes by Atomic Chicken, Meph, and Burrito25man, and UristvanHelsing, but I can't get a chimera to work (my failing). Still, no way to test this without a very lucky gen... and even then tons of time searching in legends or world map to find the artifact thats a tome and not a slab. Once this is resolved it will be easier to give useful feedback. Thanks for your hard work!
Moving house can throw up unexpected challenges, but it's a bit soon to be jumping to that conclusion.
*** Error(s) finalizing the interaction AEROMANCY
Interaction Token not recognized : CHOKING_CURSE
Interaction Token not recognized : SUFFOCATION_CURSE
Interaction Token not recognized : BREATHLESS_CURSE
Anyway, while I was there , I noticed some files might be missing from the aeromancer update:
In 'objects', I can see "interaction_secret_air.txt" (and the other three), but there's no "aeromancer.txt" (just the other three mancer.txt's).
The 'text' subfolder in 'objects' (which looks like it should contain the "new spells" mentioned in the change notes) also doesn't contain "secret_aero.txt", just the other three.
My "info.txt" says this is Numeric Version 1.2, Displayed Version 1.1b; but somebody else might want to check their own content folder too anyway (in case it's just Steam Workshop weirdness).
Why? What's he got to do with this? Also, he could've used that very same advice himself when he got kicked off the dwarf fortress premium team for taking tons of other peoples' mods and sprites and not crediting them back when he was making his own tilesets and mods.
1) How could I limit these to one race?
E.g. if I wanted to download "Nillians (Curious Knowledge-seekers)", and only have them be able to cast these spells, turning them into an actual magical-race, what would have to be edited? Or would that be too complicated to do?
2) And if can be done, then ideally I'd like to be able to use e.g. "Creation Forge" to test these out, via creating the books. This could then also be used to bypass the world-creation limit, as new magic types become available.
Thanks.
No, no, no - your so-called "prophecy" still has to come from somewhere...
... And you guessed it, it's fucking Latin again!
"Prophecie" (Middle English, why not), from the Latin "prophētīa", from Ancient Greek "prophḗtēs" (i.e. prophet, "speaker of a god") - the compound of "pró" (before) and "phēmí" (I tell).
Not like I told you this before- but rather- more like I tell you this before (it happens).
If we look (to Google), then the Spanish "-mancie" (or French "-mancie"), from which we would get the English "-mancy", is derived from the Latin "-mantia" - which itself comes from the Greek "manteía" - which we should best translate as "divination" ('I divine, prophesy').
But alas, that's just more lassus Latin!
For as it is that "divination" comes to us from the Latin "divinus" ("of a god"), which in turn comes from "divus" ("god") - then shouldn't we be asking where all these sacred secrets of such-and-such have come from in the first place?
A Pyromancy is foretelling the future with fire, pyrokinesis is someone that can move or manipulate fire.
What I'm saying is if you're going to be pedantic, your pedantry better be on point. Name your classes whatever you want, we all know what you mean when you say Aquamancer, its good.
The rest of these prefixes ("pyro", "geo", "aero" - and also "hydro") can be traced back to the Greek words for "fire", "earth", "air" and "water".
"Aqua" does mean "water", but it's the Latin, rather than Greek.