eric_portsmouth
Squire
posted 04-10-15 10:17 AM
CT (US)
3186 / 3940
No need to be rude IgishaA, Im still waiting for better transport links where i live.
Im surprised No one else wants to contribute, there's properly many people here that can actually have the skills and tasks to do whats needed
Seonid
Squire
posted 04-10-15 10:32 AM
CT (US)
3187 / 3940
There are a lot of people that have the skills, however, it takes a whole lot of work to pull together a total conversion mod and even more work to try to figure out what somebody else has been doing. And we don't even have the most recent file Pulkit has been working on, so we'd have to redo some of the work that he's done, and we don't know a whole lot about what he's been doing.
Not an ideal situation for changing data editors.
But Pulkit seems to have been pretty reliable up until now, my suggestion is to have patience and see when he posts again. Just because he isn't posting doesn't necessarily mean he isn't working!
eric_portsmouth
Squire
posted 04-18-15 09:22 AM
CT (US)
3189 / 3940
Agreed and the fan base is pretty good aswell
Vardamir
Huskarl
posted 05-02-15 12:25 PM
CT (US)
3192 / 3940
Good to hear from you!
Raiding would make a lot of sense as an ability for corsair ships. Maybe for Balchoth Raiders or Dunlendings as well.
Celegorm
Squire
posted 05-05-15 08:12 PM
CT (US)
3195 / 3940
It sounds as if ToME will need it's own version of the William Wallace learning campaign.
Jacml
Squire
posted 05-28-15 05:53 AM
CT (US)
3201 / 3940
I'm sorry if anyone has already asked this or if this has been posted anywhere but is there an update past 0.6 Beta? I haven't seen one in Heaven Games or Moddb. If there is please send a link.
Havie
Squire
posted 05-28-15 10:25 AM
CT (US)
3204 / 3940
Is anyone still working on this project?
I found ways to extract the BFME2 files and convert them into BMPs for age if anyones interested in starting a project together.
TriRem
Huskarl
posted 05-28-15 05:06 PM
CT (US)
3205 / 3940
If by raiding you mean enslaving ability it won't be possible to add it on boats, it would look too weird to have a ship kidnaping another one. Anyway the drop off point is hardcoded to the TC for this ability so it won't work for boats.
But if you mean stealing gold from trade cogs and enemy's docks then yes it is totally possible, it would be a really cool feature for a civ !
Jacml
Squire
posted 05-30-15 02:29 AM
CT (US)
3208 / 3940
Would you be able to make the TC's Blocking back so untis are able to walk under part of the TC. It makes it a lot easier to use the TC as a resource point for herdables and the hunted.
Vardamir
Huskarl
posted 05-31-15 00:15 AM
CT (US)
3211 / 3940
They have a huge amount of new content that you can preview by going through old posts. The beta download link was shown on post 270, the next 3000 are improvements that are planned for the full version. So many that the next release got delayed a few years.
TriRem
Huskarl
posted 05-31-15 04:46 PM
CT (US)
3213 / 3940
If you are still planning to have dwarven civs whose farms would produce gold instead of food, I can tell you that it is definetely possible and fully fonctionnal ! They are automtically reseeded, you can queue them in the mill, miners/farmers drop the food at the mill, you can change their graphic into excavation, the best part is that if a non dwarven player tries to gather from it he would only get food, and if a dwarven player tries to gather from a regular farm he would still get gold but no food !
There are only 2 little drawbacks : the farm still displays the food icon, and you can't manually make the dwarven miner/farmer drop off the gold at the mill, the TC still works though.
If you're interested just ask and I show you how I did.
TriRem
Huskarl
posted 06-01-15 11:58 AM
CT (US)
3215 / 3940
It's a bit more complicated than that since there is a lot of hardcoded stuff with farms but essentially yes that's what I did.
Havie
Squire
posted 06-01-15 09:53 PM
CT (US)
3216 / 3940
Okay TriRem,
I am stuck on making Gold mines a buildable resource.
First I Started with making a brand new Mine , that was supposed to annex/stack unit or die into a gold mine (66) which I enabled for the dwarf civ to match the Gaia Stats.
This turned up at an unselectable object for both the villager and the cursor.
Next I copied the farm unit into a new one with gold storage instead of food, and set the new mine to have a research that makes this farm buildable by villagers. This yielded the same result, and unselectable unit. (also made the gold miner action to allow the new farm unit)
.... since none of this worked, what did you do?
Havie
Squire
posted 06-06-15 11:54 AM
CT (US)
3218 / 3940
Alright TriRem thanks,
I think I followed this, But with this don't two pretty big error occur.
1) You said copy the new farmer with villager mode 0 to all other Civs wouldn't this result in all other civs having no farmer, and if they did change there villager mode to 0, wouldn't the reseed option not work for all these civs?
2) With this method wouldn't the Dwarves be left with no Food farms? so You would have to struggle making it through the ages buying food with all the gold youre farming?
sweetums
Squire
posted 06-14-15 10:24 PM
CT (US)
3220 / 3940
Hail, awesome ToME developers!
I've been playing 0.6 Beta and lurking on the forum; the beta was jaw-dropping, and the previews on this forum are absolutely stunning. I've wanted to offer to help for a while, but it seemed more respectful to first read the previous 3,219 posts, so as not to waste anyone's time with newbie misconceptions. (So that has consumed my every spare moment for the past week, but at least it means I will NOT be the 537th person to ask for an estimated release date :-)
Do you, for example, need someone to proofread the mouse-over boxes on the technology tree, check the prerequisite links, etc.? The beta version quite understandably had some inaccuracies [yet still remarkably complete!], and this sort of checking sounds boring and tedious to do thoroughly, for all 18 civs. It seems like the sort of thing that could be offloaded to others, and leave the fun stuff to the main developers. (OK, after half a decade, 'fun' is probably no longer the right word; 'satisfying', maybe?)
The real trick is to do this without slowing down the main developers; Pulkit is clearly the critical path resource at the moment, and I imagine Matt is doing all sorts of coordination, making those eye-popping preview shots, etc. But perhaps someone with project familiarity and some spare time could assign me some tasks, and I would report back to them; they could then verify any discrepancies I find, and pass along the valid ones to Pulkit. (Perhaps you already have such a hierarchy in place, but I couldn't tell from just reading the forum discussion.)
I think the best way the community can show our appreciation is to try to relieve you folks of the most tedious tasks. (Technology tree proofing was just an example; keeping in mind that I have zero artistic skills, I would gladly do any boring thing you like, because (1) I really respect and admire what you are doing and (2) just like everyone else, I want to see this epic undertaking released as soon as possible!)