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I think [MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET] is needed to get secrets in fortress mode, and I'm not sure how it works in adventure mode since I haven't played into it too much.
It has a secret involved with star-aligned gods that changes slann into starmasters. I don't see why it would effect necromancers since it doesn't overwrite the death-aligned god slabs and I think other mods have secrets like that. My mod does employ every means of getting the secret though, so I wonder if some secrets are bugged at the moment? The methods of obtaining secrets are:
SUPERNATURAL_LEARNING_POSSIBLE - gods may gift the secret to their worshippers. Secrets with [IS_SPHERE] specified may only be granted by gods who have at least one matching sphere.
MUNDANE_RESEARCH_POSSIBLE - the secret can be researched by mundane means. This doesn't do anything at present.
MUNDANE_TEACHING_POSSIBLE - the secret can be taught to apprentices
MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.
They are. [litter.catbox.moe] You just need to make Lizardmen civs are in your world. Just loading the mod doesn't guarantee they exist. They may have been killed off or just don't have suitable habitats.
I guess I'm not sure why they wouldn't use crossbows tho. Unless giving them he ability to use blowguns messes everything up for some reason.
Thanks.
- I believe there has always been difficulty with dwarfs equipping certain types of ammo and that toady is still working in correcting that.
- The getting mad in rain thing is something that sentient characters just naturally do. Maybe there's a way to get rid of it in dfhack, but it's not a priority.
Couple of curious things, not sure if its this mod or a normal dwarf fort oddity :)
- Hunters really struggling to equip correct ammo: I tried with bows and blowgun, they seems to get in really odd loop picking up ammo and then failing..ect I see a blowgun dart icon flash in their inventory then disappear like they are trying to pick that up even through they have a bow/quiver. I am trying now to purge the map of all blowgun ammo to see if that fixes it but so far seems wonky still.
-Lizards getting mad at the rain: I figured lizardmen would like to be above ground in wet environments, but they are getting grouchy about the rain. Is this intended?
Thanks!
Thanks! I'm happy you are still taking the time to maintain this mod.
Done. The stegadon thing was an oversight, but I increased their weight and reduced most dinos in weight since sperm whales are 25mil U and bastiodons were 20mil U previously. The savage biome for mega dinos was reasonable, they only appear in savage tropical forests now.
I might have considered limiting Dread Saurian to Savage lands, too.
Also, since Saurus have limited social skills, their position in law enforcement was more difficult. That said it could just be a part of the challenge so I didn't hate it.
After that I can't recall anything that particularly stood out! The Caste Size issue was dealt with in what seemed to be the most effective way as far as I understood.
It was a very impressive mod and I had a lot of fun with it.
Are you planning on going through and doing any updates to the Dinos? If you like, I'm a huge warhammer nerd and would be very glad to share my knowledge.
If not, it's okay not a big deal.
I really enjoyed playing this mod! I hope you take it easy and get some good rest. If you make it back onto the modding scene I'll be really excited to see what you make.
As it stands so far, at least it seems Lizardmen are working well enough and only needed some minor tuning on my end.
I love your work ^^
Thanks
@2chuu4u
The baby thing likely came up once DF did the whole baby update and changed some RAW formatting.
I had taken a break from modding due to graduate school ramping up. I see that things are not working right now in some ways likely due to the fact I have not been following the updates since last Summer. It looks like the Lua-ificiation of DF raws has happened recently, so I'm not sure whether the old raws still run. I use Lua for making visualization from results of low-level language calculations and doing stuff with videogames, so I should be able to fix stuff quickly.
It looks like the linux version was finished while I was gone so I'm happy about that (emulating windows is a pain). Hopefully Toady exposed more of the game's C functionality to DFHack for Lua scripts since I got really frustrated about that stuff back when I stopped modding. He needs to be very liberal with those changes.
You need to go into the graphics files and anywhere it says "LAYER_SET:BABY" and add a ":DEFAULT" at the end.
So it now will say "LAYER_SET:BABY:DEFAULT" without the quotes.
There will be several files that need this, I'm not sure if any are redundant. Too much experimenting for that.
[CREATURE_GRAPHICS:STEGADON]
[LIST_ICON:LM_BEASTS_ICONS:5:0]
[LAYER_SET:DEFAULT]
[LAYER:BODY:LM_BEASTS:LARGE_IMAGE:15:0:17:1]
[CONDITION_NOT_CHILD]
[LAYER:CBODY:LM_BEASTS:16:9]
[CONDITION_CHILD]
I think the Stegadon and Bastiladon sizes should be swapped though. Bastilladons in this mod are way too big :p
But I could be missing something important, like in my previous post (the lizardmens use a syndrome to fix their size. magic!).
And maybe the Dread Saurian and Horned Ones should be relegated to Savage biomes. My opinion, at least.
Duplicate Object: interaction STUNNING_BLOW
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon_baby.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon_male.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_chameleon_male_baby.txt"
Failed to add LAYER_SET BABY, had unit type
*** Error(s) found in the file "data/installed_mods/topples_cv_lizardmen (204)/graphics/graphics_kroxigor.txt"
Failed to add LAYER_SET BABY, had unit type
Creature caste outside of creature caste bounds: 9 for troglodon with 2 caste(s)
Unit has misaligned body modifiers. Adjusting.
Unit has misaligned bp modifiers. Adjusting.
They are. Essentially, the "secret of the stars" will change slann into starmasters and every other type of lizardman into ancients.
@Dmitri
Glad to hear it's working for ya.
I have a backup utility called Acronis True Image for Western Digital that apparently has "Protection" to prevent malware/ransomware. Apparently, it was blocking dwarf fortress from saving during the Saving Adventure part of it. My boyfriend and I were both experiencing it, and after extensive testing of trying to get it to crash, one of the times showed that the program blocked Dwarf Fortress.
Thanks for your reply and assistance in this matter!
Are you getting any errors in your errorlog file?
I haven't had any complaints about the mod crashing anything and in my experience I don't get that issue. I would assume it's something else unless others people are having this issue. I know DFHack is undergoing may changes due to adventure mode, so that's my best guess.
Kroxigors and Sauruses are pretty weird with regards to size. They're dwarf sized, but their thought secretions make them much larger. I think sauruses end up being like 240000U and Kroxigors are like 400000U.
You can play as kroxigors by clicking the class name button in adventure mode character creation. The default is skink(female) so you just need to cycle through them until you hit kroxigors.
Whether they can become ancients in adventure mode, I'm not sure because I haven't been playing adventure mode very much. The process is similar to becoming a necromancer in that the saurus will become an ancient if they read a "secrets of the stars" slab written by a stars-aligned god, so if you can become a necromancer in adventure mode, you can become a ancient.
Ye. You can play them in fortress and adventure mode.
Usually [BABYSNATCHER] makes an entity evil. Entity's ethics tend to determine who they dislike, so make sure that lizardmen have opposing ethics to dwarves if you want them to be more antagonistic.