Dwarf Fortress

Dwarf Fortress

Forthammer Fantasy
397 条留言
arsakes 10 月 20 日 下午 12:29 
Oh my!
I think you should quit your job and abandon your family, a mere distraction that prevents you on focusing solely on working on this beauty of a mod.

The best fantasy universe in the most powerful sandbox engine.
Keep on going man.
7isAnOddNumber  [作者] 10 月 18 日 下午 1:46 
It's not the most subscribed, it's the most popular of all time.
Hemagene 10 月 18 日 上午 3:19 
you would think that a tecnical or api mod would be the most subscribed mod on the steam workshop but no it is this mod
7isAnOddNumber  [作者] 10 月 17 日 上午 4:14 
Excellent! That's exactly the sort of thing I want to see. Perhaps not 40 of them, but it's great to hear that that's working.
romonoid 10 月 17 日 上午 3:56 
also with them being parts of cultures, sieges become much more horryfying, had a siege with 40 chaos dragons when attacked by chaos humans
7isAnOddNumber  [作者] 10 月 17 日 上午 1:00 
Yes, it should still work with Topples Lizardmen.
Dragons now come in a variety of flavors, from Star to Chaos to Black to Forest. They've all got different sizes and breath attacks, and chaos dragons have two heads.
dragzxb 10 月 16 日 下午 10:14 
ok so coming back after a while and oh my gosh you actually added the skaven. thank you so much man i love the insane rats cant wait to see what you did with them. does this still work with the lizard man mod? sorry last question what changes to dragons did you make?
Duzzit 10 月 16 日 下午 2:31 
That's fair enough, though if you do ever make it a submod, I'd still like to try it :).
7isAnOddNumber  [作者] 10 月 15 日 上午 8:27 
The runesmithing is balanced around the other aspects of the mod (which is to say, probably way too strong for vanilla), so I'm not sure how well it'd work without the context of the rest of the mod. In particular, the rune of flame is quite absurd against most creatures.
Duzzit 10 月 15 日 上午 7:34 
Oh no rush/worries at all :). Very cool to hear that it's possible/you can make it happen. I love WHF as a whole setting but I'm quite curious in just seeing Runesmithing itself added in to DF without the rest.
7isAnOddNumber  [作者] 10 月 12 日 下午 4:51 
Possibly, but I'm not able to do so at the moment. I'll try to get a submod up within the month.
Duzzit 10 月 11 日 上午 2:24 
I'm curious, is there a way to split off the Runesmithing stuff into a miniature mod of it's own?
7isAnOddNumber  [作者] 10 月 10 日 上午 4:14 
As Fwoosh says, turning up the number of civs will increase the number of dwarf civs that spawn. If you're talking about having a thriving dwarf civ, that's mostly down to chance alongside world gen time. I've not been able to take a proper look at the balance of all the civs and how they each interact on a long time scale with a good sample size, so dwarves may be losing a lot of wars and dying out. If thats the case, shorten world gen times.
Fantastic Fwoosh 10 月 9 日 上午 1:21 
Its a modified list of a normal [MOUNTAIN] entity so you could try shifting your wg parameters around so there's more civs + sites with less savagery.
doug righteous 10 月 9 日 上午 12:12 
can you give any info on what the parameters for spawning more dwarves in world gen are pls? im havin some trouble gettin more than a handful to spawn
Rogue 9 月 18 日 下午 6:40 
are chaos dwarfs playable?
7isAnOddNumber  [作者] 9 月 7 日 下午 2:33 
Sounds like a bug to me.
IntrepidH 9 月 6 日 上午 10:44 
are the massive horde's of chaos dwarves that constantly spawn on the surface of my fort also a bug? the first 8-9 times it was manageable, but now it spawns them dozens of times until the bass roars through my speakers like a stampede announcing an instant FPS fort death for my 12 year old fortress.
7isAnOddNumber  [作者] 8 月 31 日 下午 5:50 
There seems to be a few bugs with the mod right now as I haven’t had time to update it since the patch that added the new dyes. I’d recommend rolling back to the previous patch until such times as I can fix the mod.
Santa-Craus 8 月 29 日 上午 6:16 
I have an error while trying to create new world "Tileset not found. Not found: data/installed mods/Forthammer(162)/graphics\images/creatures_beastmen.png"
Also where do I find install manual?
Armyguy 8 月 26 日 上午 6:18 
Same here, but rolling back to 52.01 fixed it. Guess its time to wait for a update
Beagle 8 月 23 日 下午 2:45 
Duplicate Orc issue. Wont worldgen
romonoid 7 月 29 日 上午 10:15 
just checked in ammo settings and Skaven bullets are considered Foreign for Skavens
romonoid 7 月 24 日 下午 2:32 
I am on version 0.1.6.2 playing as skaven civ and i don't see Skaven bullets in any work orders so it seems that i can't craft them, can only make powderless bullets(unless im missing the process of turning those into Skaven bullets?)
_Ex0dus_ 7 月 23 日 上午 7:53 
Im probably just missing something. But it keeps crashing saying there is a duplicate orc and worldgen will abort
7isAnOddNumber  [作者] 7 月 22 日 下午 6:17 
Eventually.
Pungulus Blort 7 月 22 日 下午 6:02 
Thank you for this awesome mod! Was curious if there were plans to make chaos dwarves playable?
7isAnOddNumber  [作者] 7 月 22 日 下午 2:55 
New update is out, ranged weapons are fully compatible with the new ranged weapon changes, along with a bunch of minor changes.
Fantastic Fwoosh 7 月 17 日 上午 3:00 
Not compatible with the 51.13 update yet, you'll have to rollback to use the guns in the mod, crossobows should still work. That happens when old ranged RAW's without loading/knocking is applied to the new system.

From the discord, the progress on reworking the ratling gun is going well, it now has horrible accuracy even to high skill proficiency, but spews out bullets really fast.
WaWa 7 月 16 日 下午 8:24 
my dwarves are not shooting their guns even though i have made steel bullets what i do?
also sometimes they are using different ammo for different guns
Shelingar 7 月 12 日 上午 8:49 
trying another world. Still getting Ogre caravans every season (except winter). Only ogres do this. Is there some way to make it just once a year?
MaddRave 7 月 1 日 下午 10:41 
Out of curiosity, is there an ETA on when the next update is? And what might some of the additional things be?
eqN 6 月 28 日 下午 7:50 
Thank you, great to hear. ^^
7isAnOddNumber  [作者] 6 月 28 日 下午 1:34 
First, I am working on the next update. It'll be out soon. Second, there's a readme explaining the tree spirit graphics in the same folder.
eqN 6 月 28 日 上午 11:55 
Regardless my curiosity below, this mod is a masterpiece from what I can tell. Thank you!
eqN 6 月 28 日 上午 11:46 
Also, out of curiosity is the file graphics_creatures_tree_spirit_layered intentionally in the main mod directory rather than the graphics folder?
eqN 6 月 28 日 上午 11:36 
Is there a need to update the guns and thrown weapons in this mod to properly use the changes to ranged weapons in the most recent DF patch?
xxx_420_Bad_Boy [Wizard_Cum] 6 月 20 日 上午 2:45 
is there a reason the default portrait gallery is included? seems like it would be a compatibility problem for no reason if not
Carello 6 月 12 日 上午 6:16 
Great mod my friend:gorlak::praisesun:
7isAnOddNumber  [作者] 6 月 11 日 下午 7:02 
Yet another new update is out now. 4.5 new civs have been added, Skaven are playable, Cannons are able to be used as Siege Engines now, you can make your own Steam Tanks and new Gyrocopters, and more.
7isAnOddNumber  [作者] 6 月 11 日 上午 11:24 
Manglers are really, really, really big.
Multay 6 月 11 日 上午 9:01 
whats the difference between mangler and cave squig?
Jamesyco51 6 月 10 日 上午 11:11 
@[H.M] Hellfire Yea, I let him know about that a while ago along with some other weird stuff with Nurgle based stuff a month (maybe a few months) ago cause anything Nurgle is essentially fortress ending from what I've found out. It also turns just about anything into a plague bearer eventually, specially cats/self-cleaning creatures, and for some reason traders.
7isAnOddNumber  [作者] 6 月 7 日 上午 11:04 
Very strange. Will be fixed next update.
[H.M] Hellfire 6 月 6 日 下午 7:58 
found a weird interaction: great unclean ones (and likelly any other spawn ability using the same logic) just lead to a swarm suicide

i embarked into a montain with a unclean one living in it, not a big deal he was far from my forth, however he spawned a nurgling. for some reason the nurgling are spawning as counting as "tame" creatures under the juristiction of my faction. this leads them to fight the great unclean one leading to more being spawned

this loops around until evbentually i have a great unclean one spawning an endless army just to send them to fight itself
7isAnOddNumber  [作者] 6 月 3 日 上午 1:19 
Long rifles are exclusive to Humans. Probably should've mentioned that somewhere.
Fantastic Fwoosh 6 月 2 日 下午 11:55 
If its patching straight over the mountain civ, its probably incompatible with the changes.

Orcs have great-axes, as do humans i think so try trading with them.
universumvult 6 月 2 日 下午 9:35 
Link to discord doesn't actually take me anywhere, and I'd love to join it.

On the other hand, long guns don't show up in my list for the metalsmith's forge. Am I looking in the wrong place? I'm also using a mod that doesn't add any weapons, but changes weapons so that dwarfs can wield say, a great axe (ain't no slayer ever used a shield) and lets dwarfs craft those weapons as well. i might regen a new world without that mod and see if the long guns show up.
7isAnOddNumber  [作者] 6 月 1 日 下午 3:07 
lol, I've not noticed that. It's probably that the megabeasts try to settle in the caves the Skaven like or visa versa, which causes fights.
[H.M] Hellfire 6 月 1 日 下午 12:06 
i've noticed skeven seen to be the biggest menace in the word for some reason, they love to just straight up wipe out all megabeasts for some reason