Dwarf Fortress

Dwarf Fortress

Forthammer Fantasy
397 kommentarer
arsakes 20. okt. kl. 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  [ophavsmand] 18. okt. kl. 13:46 
It's not the most subscribed, it's the most popular of all time.
Hemagene 18. okt. kl. 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  [ophavsmand] 17. okt. kl. 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 17. okt. kl. 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  [ophavsmand] 17. okt. kl. 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 16. okt. kl. 22:14 
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 16. okt. kl. 14:31 
That's fair enough, though if you do ever make it a submod, I'd still like to try it :).
7isAnOddNumber  [ophavsmand] 15. okt. kl. 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 15. okt. kl. 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  [ophavsmand] 12. okt. kl. 16:51 
Possibly, but I'm not able to do so at the moment. I'll try to get a submod up within the month.
Duzzit 11. okt. kl. 2:24 
I'm curious, is there a way to split off the Runesmithing stuff into a miniature mod of it's own?
7isAnOddNumber  [ophavsmand] 10. okt. kl. 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 9. okt. kl. 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 9. okt. kl. 0:12 
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 18. sep. kl. 18:40 
are chaos dwarfs playable?
7isAnOddNumber  [ophavsmand] 7. sep. kl. 14:33 
Sounds like a bug to me.
IntrepidH 6. sep. kl. 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  [ophavsmand] 31. aug. kl. 17:50 
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 29. aug. kl. 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 26. aug. kl. 6:18 
Same here, but rolling back to 52.01 fixed it. Guess its time to wait for a update
Beagle 23. aug. kl. 14:45 
Duplicate Orc issue. Wont worldgen
romonoid 29. juli kl. 10:15 
just checked in ammo settings and Skaven bullets are considered Foreign for Skavens
romonoid 24. juli kl. 14:32 
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_ 23. juli kl. 7:53 
Im probably just missing something. But it keeps crashing saying there is a duplicate orc and worldgen will abort
7isAnOddNumber  [ophavsmand] 22. juli kl. 18:17 
Eventually.
Pungulus Blort 22. juli kl. 18:02 
Thank you for this awesome mod! Was curious if there were plans to make chaos dwarves playable?
7isAnOddNumber  [ophavsmand] 22. juli kl. 14:55 
New update is out, ranged weapons are fully compatible with the new ranged weapon changes, along with a bunch of minor changes.
Fantastic Fwoosh 17. juli kl. 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 16. juli kl. 20:24 
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 12. juli kl. 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 1. juli kl. 22:41 
Out of curiosity, is there an ETA on when the next update is? And what might some of the additional things be?
eqN 28. juni kl. 19:50 
Thank you, great to hear. ^^
7isAnOddNumber  [ophavsmand] 28. juni kl. 13:34 
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 28. juni kl. 11:55 
Regardless my curiosity below, this mod is a masterpiece from what I can tell. Thank you!
eqN 28. juni kl. 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 28. juni kl. 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] 20. juni kl. 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 12. juni kl. 6:16 
Great mod my friend:gorlak::praisesun:
7isAnOddNumber  [ophavsmand] 11. juni kl. 19:02 
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  [ophavsmand] 11. juni kl. 11:24 
Manglers are really, really, really big.
Multay 11. juni kl. 9:01 
whats the difference between mangler and cave squig?
Jamesyco51 10. juni kl. 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  [ophavsmand] 7. juni kl. 11:04 
Very strange. Will be fixed next update.
[H.M] Hellfire 6. juni kl. 19:58 
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  [ophavsmand] 3. juni kl. 1:19 
Long rifles are exclusive to Humans. Probably should've mentioned that somewhere.
Fantastic Fwoosh 2. juni kl. 23:55 
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 2. juni kl. 21:35 
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  [ophavsmand] 1. juni kl. 15:07 
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 1. juni kl. 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