The New Gods - a holy site holding · 8:47pm Jun 25th, 2016
One of the main holy site holdings, with the special buildings. A reformed owner will be able to rebuild all those ruins.
Maker of mods for Dwarf Fortress and Paradox games. Currently making a Crusader Kings mod. Support my modding activities.
One of the main holy site holdings, with the special buildings. A reformed owner will be able to rebuild all those ruins.
I've decided to put the cult of Sombra in Scandinavia (into most of Finland and Norway). For challenge, I think I'll make the remaining Germanics reformed, with Harald Wartooth as the fylkir.
I'm gonna present an updated version of the Crusader Kings II map (with the new religions) as soon as I fill in the localization text.
Also, I've made a video walkthrough for the Sunrider expantion.
Began nicely, with all the new games I got to play. Didn't last, though.
On Thursday, our elder cat has left us. She's been with our family for... I don't even remember how many years exactly, she's just always been there. 13 years? Maybe 14? Spent most of the day crying, then getting drunk, then crying when drunk. I haven't done either of those things for years prior. Yes, losing important things feels very bad.
Restarting real work on the Crusader Kings mod now. I'll report as it goes.
Same fixes as in FiM 4.1. I've tested several animals that became "historical" (that is, killed citizens and got a name for it): they were butchered normally, with meat and glob-materials working as intended. I've added in the Witch, too.
I will definitely work on CKII now.
I've released an update, with fixes to creature materials (named creatures, like animals who'd killed someone, should be safe to butcher). I've also included a new semi-megabeast, and the long-awaited for release version of DFHack...
...and, on the next day, Dwarf Fortress 0.43.1 came out. Although it's mainly adv mode improvements, I think?... Well, I'll have to wait for the next DFHack and Therapist to release again.
A version of Desolation with slight improvements is being tested.
Here: www.bay12forums.com/smf/index.php?topic=157841
I'll apply the improvements (mostly it's the fix for the meat-making tissues, which had to be made because something's been screwed up in the game's butchering logic) to My Little Fortress, soon-ish. Then I'll go forward with the Crusader Kings mod.
Apparently, something has screwed up with the butchering. It wasn't on my end, but I've had to do a lot of shaking up in the body detail plans, to have all the meat/glob-generating tissue materials (muscles, organs, fat) added inside each creature (like they are in the vanilla DF files), instead of the more effecient model where these materials were called from a non-existant template creature.
Continue tesing.
...well, the first attempt to test was a bust, but it allowed me to catch some things. Namely, that there were a couple of duplicate bodypart tokens (don't know how that occured), and that I'd forgotten about the part where I needed to fix up the equipment for non-pony use (and, as a result, the dorfs would walk around wearing peytrals and caparisons... woops). So that's fixed. Continue testing.