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Actually, I know the issue. This mod uses non-palettized armor graphics because back when it was made, armor graphics weren't palletizable yet. By "palettize" I mean that one color png could be used to cover all material covers. Since it doesn't have that, that means that only common armors like iron, steel, copper, etc that are commonly seen in fortress mode have graphics. You probably tried giving them gold armor or something which hasn't been included in the mod.
Again, I'll fix this once I get to modernizing the mod.
I'll look the graphics issue when I can.
Regarding that mod, I'm not too familiar with it. You say it adds new weapons and armor + graphics? I mean, there probably are things that can be done but it may need to be on that mod's end and it would likely need my graphics merge mod to make it work. I was considering revamping orcs at some point and modernizing their graphics so making it compatible in that way doesn't seem in the cards right now.
I guess you're asking if you can release a mod that specifically changes the name of this mod to "hobgoblins" for use in Fortress Craft. Is that what you're asking? If that's all I guess that's fine. Just credit me and specify it's specifically for Fortresscraft.
Didn't I change the name in the most recent version within the raws? (from ORCS to TOPPLES_ORCS or something)
Failed to find CREATURE_CASTE_GRAPHICS creature caste ORC:SOMBOLG
Unrecognized Graphics Token: LAYER_SET
Unrecognized Graphics Token: LAYER
succession traveler placed out of bounds
make me crash
It's sort of an arm's race between modders on how strong their race is. I've tried to balance my races so they aren't push overs, but they also aren't making every other race extinct in world gen. Which modded race are you using? I don't know if they are too overpowered though. There was a mod here once that had a race that could all cast a reaction that pushed target back at 10000u Force. That's the equivalent of getting shot out of a cannon at mach 7 and everyone could do that on low cooldown.
@Deamondo
I think that was an unused reaction that I made to test summoning. It did summon giant orcas everywhere.
@Deamondo
Yeah, I'm gonna have to fix that soon. I realize ORC is a common tag name. The other guy oughta do the same.
Also looks like they're not surviving world gen. I generated a couple worlds and no orc civs around anywhere. I am using a few other race mods, I'll try just this one and see if it helps ~edit~ it didn't, still no orc civs. Just orcs as members of other civs. Made a huge map with civs set to max, no orcs :(
[INTERACTION:TF_ORCA]
[I_TARGET:A:CREATURE]
[IT_MANUAL_INPUT:target]
[IT_AFFECTED_CREATURE:GIANT_ORCA:ALL]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:filth tf]
[SYN_CLASS:FILTH_TF]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:1]
[CE:CREATURE:GIANT_ROACH:ALL]
[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:1]
[CE:CREATURE:GIANT_FLY:ALL]
Yeah. I changed things like swordsman and marksman to "swordsorc" and "marksorc" but the name of the race is always present.
Yeah
I'm fairly certain it's the case that DFhack would have been used there. Can you link me the mod so I can take a look at the raws?
I don't fully know if it was made possible with DFhack or not, from a brief look up in both the dfhack website and even booting up masterwork df again for the first time in a few years, I think meph (creator of masterworkdf) actually hardcoded the workshop and all interactions with it into the game itself. The latest variant has the demon faction which you could download and take a look at the coding for. Idk if it's translatable to this version of df since steam is radically different, but it might be worth a look. And yeah I do hope in the future df actually gets proper mod tools as well.
That's probably possible using DFhack. I suppose I'm somewhat against using that since only a fraction of the playerbase will likely go on to use it. My hope is that someday, likely years from now DF will provide mod tools that allow for interesting entities like you've described, but as it stands now, I'm not sure I'd be up for those changes.
I'm not seeing that issue in v1.10.1. What version are you using? Are you using other mods?
e.g. *** Error(s) found in the file "data/installed_mods/topples_cv_orc (167)/graphics/graphics_orc_mutt.txt"
Tile page token not recognized: BONE_PILE
I suppose i meant for them to be rather powerful, although I don't think they're that strong since most of them have have strength stats that are perhaps a bit better than dwarves. Do you fidn them too powerful? Also, they should be able to siege since they have the [SIEGER] tag in their entity file. Is anyone else not seeing them siege?
From what I understand, any creature from a performance troupe is always naked. Apparently it may be a bug in the game the creatures that do not belong to a specific civ (like performance troupe members) can't wear them. If you invited them to reside in your fortress, you should be able to recruit them as full citizens after like 2 years and then after that, I think they can get clothes since they belong to your civ now.
I can't mod in performance troupe members wearing clothes tho.
A long term resident Orc in my fort is consistently having negative thoughts due to being naked.
I've updated the mod to 1.5 that seems to fix the issues. I'm seeing big orc civs that last during the 500 year histories now. The issue about not finding orc historical figures while searching should be fixed too, it was probably the case that many of the orc civs were dying out too fast to make very many.
Let me know if you encounter and more issues and thanks for the help!
Thanks for mentioning this. I don't tend to use worlds that generate long histories, so I didn't know about this. I'll look into it and please let me know if you find any more issues like this.
I've been a bit busy, but I will try to do something about playable orcs soon. I need to modify and test some stuff.
Ork and skaven are the races I find most interesting in a role very similar to dwarfs, that is building a civilization.
I'd be down to play Orcs, even if they play like reskinned dwarves.
I've considered maybe just making a separate mod to this that has orcs that makes them playable. The issue I'm having is that I want orcs to play differently than dwarves, namely, being a race that survives off the killing and war. Dwarf Fortress modding doesn't really have the tools to do that.
Would a separate playable orc mod where the orcs basically act like dwarves be something anyone would be interested in?
Can you make them playable? I know that is a lot to ask but I really want to make Jabba the hutt's castle in DF and this mod would be perfect for that.
No. I only started playing DF in January, so I don't have anything to do with older mods like masterwork.
Thanks!
@Celestial Fox
They're sorta meant to be more like LOTR orcs than Warcraft or 40k orcs, so they're supposed to be deformed and monstrous. Admittedly, some sprites are better than others, but that sorta just comes with making 14 of these things.