v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "40d Talk:List of mods"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (New page: == Dwarvus Romanus: Rome Fortress == Minor problem, no custom seeds at world gen (33g). They just revert to 0. Very nice mod so far, I've been using David Macaulay's 'City' to properly lay...)
 
Line 1: Line 1:
 
== Dwarvus Romanus: Rome Fortress ==
 
== Dwarvus Romanus: Rome Fortress ==
Minor problem, no custom seeds at world gen (33g). They just revert to 0. Very nice mod so far, I've been using David Macaulay's 'City' to properly lay out and store everything as the romans would have done c. AD 20.
+
edit: we need more information here about what is removed. Good mod, but more specifics would be nice. It will also help us make more informed suggestions. I chose a roman principe as my adventurer class and started with only a single pilum (a throwing weapon) and no spatha/gladius. Maybe change the description or name of the principe.

Revision as of 21:58, 16 January 2008

Dwarvus Romanus: Rome Fortress

edit: we need more information here about what is removed. Good mod, but more specifics would be nice. It will also help us make more informed suggestions. I chose a roman principe as my adventurer class and started with only a single pilum (a throwing weapon) and no spatha/gladius. Maybe change the description or name of the principe.