Dwarf Fortress

Dwarf Fortress

Age of Civilizations - Gnims
22 条留言
Infinite Eyes 8 月 28 日 下午 4:57 
Some clothing sprites don't seem to be working, many gnims appear naked when embarking despite wearing clothes. The upper body clothes seem to be most commonly effected.
ElderDays 5 月 14 日 上午 8:49 
Great little civ that fits well with the vanilla stuff. Only thing that is really missing is pointed caps as a unique clothing item for the civ.
TwinCrows  [作者] 4 月 16 日 下午 10:49 
Added Child and Baby graphics! This was a long time coming, and I'm glad to finally get the graphics up-to-date. Please let me know if you see any oddities.
TwinCrows  [作者] 4 月 15 日 下午 11:51 
@Infinite Eyes, Thanks for bringing this to my attention, I've changed the armors that Gnim can craft to Common rather than Uncommon, which should enable Dwarf Fortress mode crafting of Caps, Helms, Mail shirts.

I should mention aside that Gnims have a reduced set of armor available due to their size, I believe they are unable to equip certain armors due to some sort of calculation. It was a few years ago that I designed this and the game may have changed since. But I removed them from the civilization recipe list due to this reason.

Let me know if anybody has special insight/experience with armoring Gnims!
Infinite Eyes 2024 年 10 月 20 日 下午 5:20 
Looks like they are set to uncommon in the entity_gnim folder, so I guess only some gnim civs are supposed to know how to make mail, helmets, gauntlets, etc?
Infinite Eyes 2024 年 10 月 20 日 下午 5:16 
No helms, caps, mail shirts, etc.
Infinite Eyes 2024 年 10 月 20 日 下午 5:14 
My gnims are not able to craft any armor aside from leggings, bucklers, and shields.
Fantastic Fwoosh 2024 年 10 月 16 日 上午 10:45 
A suggestion, why not give them reactions to craft unique 'inventions' per chance, seperated into gnimmish 'unobtainium' metal. Power tools etc, double capacity minecarts etc so they can craft and keep safe if they melt spare stuff back down into bars and armor.
Fantastic Fwoosh 2024 年 10 月 4 日 上午 11:27 
HALFLING_BODY_CORPSE and hair corpse is being returned in the Gnim graphics errorlog, i think maybe the names need re-configuring for 50.14, probably applies to myce too.
TwinCrows  [作者] 2024 年 10 月 1 日 下午 2:58 
Little graphics update today, I changed the eyes a bit. I toned the 'bulging eyes' graphic down a tad. And improved the quality of some of the simpler eyes.
TwinCrows  [作者] 2024 年 9 月 16 日 上午 9:55 
Thanks, I just put through a patch which removed those tags. Shouldn't see that error anymore.
Droseran 2024 年 9 月 16 日 上午 12:15 
This mod is spamming the error log with "EARLIEST_COMPATIBLE_NUMERIC_VERSION must be less than or equal to NUMERIC_VERSION!" due to EARLIEST_COMPATIBLE_NUMERIC_VERSION being higher than NUMERIC_VERSION in the info.txt file. These variables are for indicating whether a mod can be updated safely with previous versions of itself, they don't have any correlation with the game version.
CocoBat 2024 年 9 月 13 日 下午 4:53 
It was Phantom Spaceman in the that explained how to do it, I didn't come up with it myself hahah, anyways, I'm excited to see where this series of mods goes, I look forwards to seeing it.
TwinCrows  [作者] 2024 年 9 月 13 日 下午 12:42 
Firstly, HUGE THANKS Cocobat for the tip about the graphical fix. I just put through a patch that I believe makes Adventure mode beta totally compatible now. No more 'big dwarf head'.

About your question on recommendations for site amount param: I believe there's a max number of sites that civilizations can build up to, but they usually don't get that far unless you're late into history. You've probably already got the optimal settings to get a high chance of every civ, which is Very High Civs and Large world.
CocoBat 2024 年 9 月 12 日 下午 9:59 
Is it the big dwarf heads? behind their real heads? this issue was also in topples' halflings, but someone in the comments of that mod said it could be fixed by removing the line "[LAYER:SHADOW:DWARF_BODY:4:0]" from the raws, I've not done this as I assume this line exists for a reason, hahah, and I'm worried about doing crackpot fixes when I don't really understand the implications.

Anyways, yeah, that's what I've been doing, generating large worlds with max civs, any recommendation on site amounts? if that's even all that relevant.
TwinCrows  [作者] 2024 年 9 月 12 日 下午 8:11 
As an enjoyer of multiple civs, my advice is to embrace the chaos of High and Very High civilizations worlds. Even then, you are rolling the dice as to whether all of your custom civs will appear at least 1 time.

In Adventure mode, I experienced a graphical glitch on every Gnim. Not sure the solution, but so long as Adventure mode is in beta I won't go to the trouble of trying to fix it yet.
CocoBat 2024 年 9 月 12 日 下午 4:04 
Yeah, it's not an issue, I know they're there, I just need to travel quite a bit to find them, and yeah the modded civs thing has always been an issue for me, I can never really play with more than 2 of any given type of civ without it unbalancing the world badly, and I've never found a way to fix it, I hope eventually there will be the ability to set a maximum/minimum amount of each civ during worldgen.
TwinCrows  [作者] 2024 年 9 月 12 日 下午 3:47 
Wow, yeah I hadn't even pieced together that I could take a look at them in Adventure mode beta. I know it worked OK for the Gnims in DF Classic.

It's possible that you're finding them hard to find because they got wiped out in Legends.They can be killed pretty easily by other civilizations.Additionally, if you have other modded civs, the slots can be taken by other civilizations.
CocoBat 2024 年 9 月 11 日 下午 2:50 
Thanks for telling me about them, yeah, I've had some of them go pretty crazy already, this isn't a bad thing, just seems like I have to manage their moods a little more than the regular dwarves, I'm still looking to see some of them in adventure mode as well, mostly curious about the kinds of things they do, but I've had some trouble finding any.
TwinCrows  [作者] 2024 年 9 月 10 日 下午 12:53 
Thanks, I'm very excited to release more species.

The Gnim play wonderfully well in Fortress mode, and with the Portraits they blend in very nicely. They're a lot like Dwarves, but more delicate.

Their critical weakness is combat. With their small size, they don't have access to the more powerful weapons that larger dwarves can get, like halberds and 2H swords. When the fight gets bloody and people die, Gnim are more likely to enter bad moods due to how emotionally obsessive they are.

I really like them, they have a compelling gameplay twist. The Gnim were actually the first 'civilization' from my old Age of Civilizations series, so it's a great feeling to have them back.
CocoBat 2024 年 9 月 10 日 上午 10:26 
Very cool, I hadn't expected to see any more mods, as boarths came out quite a long time ago, I will try this next time I play
TwinCrows  [作者] 2024 年 9 月 9 日 下午 10:59 
Let me know if you run into any problems, it should be quite stable.

Gnim are interesting to play. You will find rare Gnim who are strong, brave, etc. who become your military, while most Gnim are well-suited to crafting. For defence, you will rely on static defence rather than a big militia. Traps, doors, fortifications are all part of a proper Gnim fort.

They do some really cool stuff in Legends due to being so friendly. They're quite likely to take false identities, and I was floored when I saw one had become the leader of a Goblin civilization.